Abstract

Background: To identify a clear program based on digital instructional games to be used easily by social researchers in developing positive trends of elementary school students of Kuwait as well as limiting some negative trends which became widespread among the students. Method: The importance that stands behind these objectives lies in alleviating the negative trends by which the elementary schools in Kuwait are marked. The research sample totaled 100 students of elementary school in Kuwait. The researcher has selected a random sample from elementary school students (fourth and fifth grade) of SayedHashem’s elementary male school, Hozayfa ben Alyaman’s elementary male school, Almoatasem’s elementary male school and Ahmed Alhamedi’s elementary male school. The sample was divided into two experimental groups (1) and (2), where the persons of experimental group 1 totaling 50 students exercise the individual digital instructional games and the persons of experimental group 2 totaling 50 students exercise group digital instructional games. Findings: There is statistically significant difference at level (.05) and (0.01) between average students’ scores of first experimental group’s students who used individual digital instructional games and average scores of second experimental group’s students who used group digital instructional games in dimensional application of note card of aggressive behavior. Effectiveness of suggested program is based on mode of digital instructional games in developing the positive attitudes and reducing the aggressive behavior of elementary school students in Kuwait. Improvements/Applications: This research is considered to be of the first of its kind on the usage of digital instructional games in developing positive approach against aggressive behavior among school students. Keywords: Digital Games, Positive Attitude, School Attitude, Students in Kuwait, School Students

Highlights

  • The last ten years have been characterized by remarkable development in information technology and communications as a result of rapid progress in computer sciences, information networks, digital technology, swift spread of internet, interactive conferences and the other applications of digital technology that have affected the other various aspects of life, namely medicine, engineering, administration and education

  • The Digital Instructional Games based on Program to Develop Positive Attitudes toward School Students in Kuwait

  • The digital games programs are marked by big amount of interaction especially the digital educational games because they present forms, drawings, emitting sounds and movement, cartons and imagination helping in attracting the students and suspending them and interacting them with these games

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Summary

Introduction

The last ten years have been characterized by remarkable development in information technology and communications as a result of rapid progress in computer sciences, information networks, digital technology, swift spread of internet, interactive conferences and the other applications of digital technology that have affected the other various aspects of life, namely medicine, engineering, administration and education. With spread of dangerous phenomena in elementary schools in Kuwait, like physical and verbal violence, absenteeism and bad behavior; the school has become a source that develops various attitudes, whether positive or negative, and the school shifted from implementing its basic role[1,2,3,4]. The digital instructional games are one of modern directed methods of activities in the education technology field which serve fundamentally to change negative attitudes of students and develop positive ones thereof. The digital games programs are marked by big amount of interaction especially the digital educational games because they present forms, drawings, emitting sounds and movement, cartons and imagination helping in attracting the students and suspending them and interacting them with these games. The digital games technologies developed from simplicity of drawings and sounds to amazing games similar to true reality

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The Research Problem
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Procedures of the Research
Research Results
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10. References

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