Relationship between computer games on the level of violent behavior and its effect on the self-esteem of male students elementary school
Author(s):
Article Type:
Research/Original Article (دارای رتبه معتبر)
Abstract:
The current research was conducted with the aim of investigating the relationship between computer games on the level of violent behavior and its effect on the self-steem of students in the second grade of elementary school in the schools of District 2 of Tabriz. The current research was an applied research in terms of its purpose and correlational in terms of its descriptive method. The statistical population of the research was made up of all the students in primary school in the schools of District 2 of Tabriz, whose number was 960. The sample size was 275 people using Cochran's formula and the samples were selected using simple random sampling method. The data collection tools in this research included Wang and Chang's (2002) computer games questionnaire, Cooper Smith's self-esteem scale (2000) and Mansour's violent behavior questionnaire (2014). In the executive part of this research, after the necessary coordination with education, the importance and objectives of the study were discussed. After obtaining the cooperation of the authorities, the questionnaire was given to the primary school students and the necessary explanations were given in the field of questionnaires and they were asked to answer the questions raised in the questionnaire. In this research, to analyze information from descriptive statistics indicators (prevalence, percentage, cumulative percentage and graph) and inferential statistics methods (correlation and regression) were used to test hypotheses using SPSS26 software. The gender description of the respondents showed that 117 (42.5%) of the respondents were female and 158 (57.5%) of the respondents were male. The description of the educational level of the respondents showed that 50 people (18.2%) of the respondents were in the fourth grade of primary school, 114 people (41.5%) were in the fifth grade of primary school, and 111 people (40.4%) were in the sixth grade of primary school. The results of the simple linear regression test showed that computer games with a regression coefficient of 0.72 can significantly predict violent behaviors among students, and computer games with a regression coefficient of -0.89 can significantly predict self-esteem behaviors among students. to predictKeywords: computer games, self-esteem, violent behaviors
Keywords:
Language:
Persian
Published:
Journal of New Approach to Children's Education, Volume:6 Issue: 4, 2025
Pages:
205 to 217
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