Abstract

Life stresses, a decisive role in mental and physical health with strength and especially with the mental injuries and communities of some with you. Identifying student stress is the basic basis for designing and developing pre-existing programs. This study aimed to investigate the impact of educational computer games on academic motivation and stress reduction in high school students. This is applied research with a quasi-experimental design. For this purpose, 80 high school students, From the age of 14 to 17 years, in the 4th district of Shiraz city in the academic year of 2019-20 were assigned into two experimental and control groups via a convenient sampling method. The experimental group received fifteen training sessions of 45 minutes each for two months. The instruments used for this study were Test of Motivation Achievement by Hermans (1977) and Beck Anxiety Inventory (BAI) (1988). Data analysis was performed using SPSS software. The results of data analysis showed that computer educational games are effective in motivating (33.9) and lowering stress (37.4) among the students, respectively. Implications for practice. Computer games, due to their attractiveness, simultaneous use of different senses and interaction with the user, provide an attractive and enjoyable environment for the user, so that many users play these types of games spontaneously and with great enthusiasm.

Highlights

  • Developments made in hardware and software domains were so significant which are beyond expression and occupied a special place in schools and homes

  • In today’s information society, where people use information in any area possible from economy as consumers to education as learners or Narges Mirani Sergzi et al.: Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students instructors, the tools providing information have become incredibly important [3]

  • This study aimed to investigate the impact of educational computer games on academic motivation and stress reduction in high school students

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Summary

Introduction

Developments made in hardware and software domains were so significant which are beyond expression and occupied a special place in schools and homes. In the late 1970s, with the advent of Apple computers, the schools were able to afford to buy computers. The advent of Macintosh computers in 1984, which used visual and mouse interfaces, made computers accessible to children and adults. With the emergence of very powerful microprocessors, computer-based learning was made possible through computer-controlled multimedia applications, and as a result, many educational and scientific resources were made available with the emergence of the World Wide Web [1].Throughout history, philosophers and theorists - including Plato, Vygotsky, Piaget, and Rousseau - have expressed the positive role of play in a child's development and education, and DLGs are a modern tool to efficiently integrate play into 21st-century classrooms [2]. In today’s information society, where people use information in any area possible from economy as consumers to education as learners or Narges Mirani Sergzi et al.: Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students instructors, the tools providing information have become incredibly important [3]

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