Abstract
The current study aims to identify the addiction to gaming and its relationship with attention deficit among primary school students, the attention is a mental processes that plays an important role in the life of the individual in terms of his ability to communicate with the surrounding environment, which is reflected in his choice of various appropriate sensory stimuli, and is a distraction of the main factors leading to the failure to achieve the child's interaction with the surrounding environment, especially the classroom environment as it reduces the chances of the student's access to education its efficiency. The gaming community a big phenomenon. Many parents and educators believe that these games are an impediment to the children's homework, and isolate them from their families and peers, and other social relationships.
 The study aimed to identify:
 1-gaming addiction among primary school pupils
 2-The significance of differences in the electronic gaming addiction among primary school students according to the gender variable (males- females).
 3-distract the primary school pupils
 4-significance of differences in the scattering of attention among primary school pupils on a variable according to sex (male-female).
 5-relationship correlation between addiction Electronic Games and distract the primary school pupils.
 It has been used researchers research methodology descriptive on a sample of 400 male and female pupils, a sixth-grade primary in the Directorate of Education Baghdad's Karkh (first, second, and third), and for the academic year 2015-2016 showed results that the research sample does not suffer from addiction Electronic Games and do not constitute have the phenomenon of addiction, and that there are differences between the two samples in gaming addiction variable in favor of males, and the research sample members do not have a distracted, and that there are differences between the two samples in favor of males, too. The results showed that there is a direct correlation is positive between the two variables, the more addicted to gaming increased distract the respondents and vice Baeks.astkhaddmt where researchers test Altaia (t-test (for two independent samples and transactions Pearson correlation to identify the nature of the relationship between the two variables. The test Altaia t -test for one sample to see addiction to electronic games and distractions with the sample.Then definitely recommended researchers on the importance of the role of teachers in educating pupils Aladmanaly the dangers of playing electronic games, and how to exercise properly, and alert to where the caveats, and parents select a specific time to play not more than two hours in the day to day practice of playing condition to take a break every 15 minutes, and then spend the rest of the time in practice the rest of the day to day activities.
Highlights
ظػر ه ػا ا قػاـ ل ػا ىف ػر قجػاؿ ل ر ىػا ككتػـ لػ س كيػ ل قتىػا ل ػر ػ ؿ
ل تىػا ل ػر ػ دم دك نر ق قػان ػر ىػا ل ػرد قػف عذ در ػ كتػد ه يػاؿ ال ى ػا لق ىطػا ػ ل ػر
لقك ؼ (ل ازروس ،9131 ،ص.)21-27 ػال تـ قػا ػك كقتىػا سػال كػاد ك ػد ػرد ػكف ال ػدرىج كػف طرىػؽ ػكىف ر اطػا ػرطىا ػىف ق ىػر كسػ جا ا كف ػذ سػ جا ا ػ اجػا ق ى ػا لػدى ـ قػر لذم ى ؼ قػف ػد ل ػك ر ك ػد ل ػرد ك ػرل هػطر ا لسػتك ىا ػر ػرل ق تقػا طر ػؽ تػـ لسػتكؾ لسػكم سػ ا السػتك ىا ل اط ػا ل ػر ىػ ـ تق ػا ػر لسػ ك اكلػد قػف كقػر لط ػػؿ ل ػػا دكر ػػا ػػر ػػدكع هػػطر ا لسػػتك ىا ك ػػا كتػػد ذلػػؾ ىق ػػف لػػ تص قػػف تػػؾ
Summary
ظػر ه ػا ا قػاـ ل ػا ىف ػر قجػاؿ ل ر ىػا ككتػـ لػ س كيػ ل قتىػا ل ػر ػ ؿ. كيػل ل ظػاـ ل تىقػر ا ػادىقر عذ ى ػد قػف ق ك ػا لػ تـ ل ػاؿ لقػا ى ر ػ قػف ي ػار سػت ىا.
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