Search In this Thesis
   Search In this Thesis  
العنوان
اضطراب الألعاب الإلكترونية واللغة البراجماتية لدى طلاب التعليم الأساسي في ضوء بعض المتغيرات /
المؤلف
علي، محـمد عيد عبد.
هيئة الاعداد
باحث / محـمد عيد عبد علي
مشرف / محمـد مصطفى طه
مشرف / أسماء محمد زين العابدين
الموضوع
اللغة. الطلاب.
تاريخ النشر
2022.
عدد الصفحات
126 ص. :
اللغة
العربية
الدرجة
ماجستير
التخصص
الصحة النفسية
الناشر
تاريخ الإجازة
31/10/2022
مكان الإجازة
جامعة بني سويف - كلية التربية - الصحة النفسية
الفهرس
يوجد فقط 14 صفحة متاحة للعرض العام

from 131

from 131

المستخلص

The world around us is moving at a tremendous speed due to the cognitive and technological development at the moment so that each generation has a different thinking from the other in a short period of time of about five years a new generation appears and this tremendous technological development has one side of the positives and another of the negatives for sure. In the midst of this technological development, electronic games emerged as a form of technological development. Until recently there is no home without these games of various types and forms and children spend most of their time in front of these games until the point that parents are thinking about how to make their children spend vacation or picnic without paying attention to those games. According to many studies and research, the practice of electronic games has been the cause of some tragedies, as the results of these games during the last thirty-five years have been associated with the increase in violent behavior and the rise in the rate of murders, rapes and serious assaults in many societies.
Study problem
The problem of the study is to answer the following question:
- What is the relationship between gaming disorder and pragmatic language?
Study objectives
The study aimed:
- reveal the type of relationship between the electronic gaming disorder and pragmatic language.
- Reveal the significance of differences in basic education students according to the gender variable (male - female) on the scale of electronic gaming disorder.
- Reveal the significance of differences in basic education students according to the variable of place (urban - rural) on the scale of electronic gaming disorder.
- Reveal the significance of differences in basic education students according to the variable of the educational level of parents on the scale of electronic gaming disorder.
The importance of study
Theoretical importance:
1. Study a relatively recent variable and help measure the degree of this disorder in students.
2. It can be useful in dealing with students in order to make them aware of the dangers of electronic gaming disorder.
3. It can help parents detect their children’s abnormal behavior or exposure to psychological problems due to the electronic gaming disorder.
4. Study the factors behind the practice of electronic gaming disorder.
5. Drawing attention to the school reality and what is happening in it.
Applied importance:
1. Provide a tool to measure the degree of turbulence of electronic games.
2. It may help parents pay attention to electronic games and the content that children watch, and choose the most meaningful and appropriate ones to develop their children’s skills and promote positive values.
3. The study may contribute to drawing a realistic picture of the relationship between electronic gaming disorder and pragmatic language, which may help educational strategists.
4. The study may have an evaluative picture of the relationship between electronic gaming disorder and pragmatic language.
Terms for study
Electronic gaming disorder
pragmatic language
Study assignments
- There is a statistically significant positive relationship between electronic gaming disorder and pragmatic language in basic education students.
- There are statistically significant differences among basic education students according to the gender variable (male - female) on the scale of electronic gaming disorder.
- There are statistically significant differences among basic education students according to the variable of place (urban - rural) on the scale of electronic gaming disorder.
- There are statistically significant differences in basic education students depending on the variable of the educational level of parents on the scale of electronic gaming disorder
Sample study
The basic sample was selected to conduct this study consisting of (300) students of basic education in the fourth, fifth and sixth grades of primary school in Beni Suef governorate. They are aged between (10:12) years, with an average age of (10.73) years, and a standard deviation (0.821).
Study tools:
1- Electronic gaming disorder scale (preparation and legalization / Mohamed Mustafa, Asmaa Mohamed,the researcher)
2- The Bargematian Language Scale (Helland & Heimann. 2007) (Translation, Legalization/ Mohamed Mustafa, Asmaa Mohamed,the researcher)
Statistical treatment
The appropriate statistical methods were used to test the validity of the study hypotheses, which were:
- Test Samples Independent
- Test Samples Paired
- Analysis of Variance
- Standard Deviations and Averages
- Correlation
Coefficient and descriptive statistics were used to extract arithmetic averages, standard deviations in the sample members and their responses to the study scales.
All statistical treatments were carried out using the statistical program (SPSS)
Study results
- A statistically significant positive relationship between electronic gaming disorder and pragmatic language was found in basic education students.
- It was found that there are statistically significant differences among basic education students according to the gender variable (male - female) on the scale of electronic gaming disorder in the direction of males versus females.
- It was found that there are statistically insignificant differences among students of basic education according to the variable of place (urban - countryside) on the scale of electronic gaming disorder.
- It was found that there are statistically insignificant differences among basic education students depending on the variable of the educational level of parents on the scale of electronic gaming disorder.