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.
Published in | International Journal of Elementary Education (Volume 9, Issue 3) |
DOI | 10.11648/j.ijeedu.20200903.13 |
Page(s) | 71-76 |
Creative Commons |
This is an Open Access article, distributed under the terms of the Creative Commons Attribution 4.0 International License (http://creativecommons.org/licenses/by/4.0/), which permits unrestricted use, distribution and reproduction in any medium or format, provided the original work is properly cited. |
Copyright |
Copyright © The Author(s), 2020. Published by Science Publishing Group |
Computer Games, Academic Motivation, Stress Reduction, Educational Games
[1] | Atashk, M., Bradaran, B.-M., & Ahmadvand, A. (2014). Impact of computer educational games on students' social skills and academic achievement. Journal of Educational Technology Research, 4 (7), 297-305. http://jte.sru.ac.ir/article_154.html. |
[2] | Wilkinson, P. (2016). A brief history of serious games. In Entertainment computing and serious games. Springer, Cham. https://doi.org/10.1007/978-3-319-46152-6_2. |
[3] | Gullu, H., & Delialioglu, O. (2018). The Effect of Computer Network Simulators on Students’ Motivation and Learning. Journal of Learning and Teaching in Digital Age, 3 (2), 12-21. https://www.learntechlib.org/p/209506/. |
[4] | Wolf,m.j.p,. & Perron.B. (2003). The video game theory reader. New York: Rout ledge press. |
[5] | Sutton-Smith, B. (2004). Video conference with Brian Sutton-Smith and Eric Zimmerman. Presented at the Digital Games Research Association (DIGRA), Level Up International Conference. Utrecht, The Netherlands. |
[6] | Yaghma, A. (2011). Teacher in National Curriculum. Journal of Educational Technology Growth, 26 (1), 2-3. https://www.roshdmag.ir/fa/article. |
[7] | Khan, A., & Madden, J. (2018). Active learning: a new assessment model that boost confidence and learning while reducing test anxiety. International Journal of Modern Education and Computer Science, 10 (12), 1. |
[8] | Mohr, W. K., Petti, T. A., & Mohr, B. D. (2003). Adverse effects associated with physical restraint. The Canadian Journal of Psychiatry, 48 (5), 330-337. https://doi.org/10.1177/070674370304800509. |
[9] | Ashraf Jahanian, A. (2012). The Relationship between thinking styles and stress with its strategies (Unpublished M. Sc. thesis (. Islamic Azad University, Central Tehran Branch, Faculty of Psychology and Social Sciences, Iran. |
[10] | Shakeri, R. (2016). Investigating the relationship between religious orientation and academic achievement motivation with the mediating resilience in students of Ferdowsi University of Mashhad (Unpublished M. Sc. thesis (. Ferdowsi University of Mashhad, Faculty of Psychology and Educational Sciences, Iran. |
[11] | Pintrich, Paul R., Conley, Anne Marie M. & Kempler, Toni M. (2003). Current issues in achievement goal theory and research. International Journal of Educational. |
[12] | Clark, M. H., & Schroth, C. A. (2010). Examining relationships between academic motivation and personality among college students. Journal of Learning and Individual Differences, 20, 19–24. https://eric.ed.gov/?id=EJ866899. |
[13] | Ejehie, J. S., Visani, M. S., & Siadat (2011). Academic motivation and statistics anxiety, investigating the mediating role of learning strategies. Journal of Psychology, 15 (2), 110-128. http://noo.rs/T9u4Y. |
[14] | Toyserkani Ravari, F., Arabzadeh, M., & Kadivar, P. (2016). The Relationship between classroom environment, development goals, and reflective thinking with students' mathematical performance. School Psychology Journal, 4 (1), 52-69. https://www.sid.ir/En/Journal/ViewPaper.aspx?ID=538858. |
[15] | Shaari Nejad, Ali Akbar, (2008), Philosophy of Education. Tehran, Amir Kabir Publications. ISBN: 978-964-00-0123-3. |
[16] | Kulik, C. L. C. (1984). Effects of computer-based education on elementary school pupils.Khan, A., & Madden, J. (2018). Active learning: a new assessment model that boost confidence and learning while reducing test anxiety. International Journal of Modern Education and Computer Science, 10 (12), 1. doi: 10.5815/ijmecs.2018.12.01. |
[17] | Burden, P. R., & Byrd, D. M. (1999). Methods for effective teaching. https://catalogue.pearsoned.co.uk/assets/hip/gb/hip_gb_pearsonhighered/preface/0134695747.pdf. |
[18] | Acquah, E. O., & Katz, H. T. (2020). Digital game-based L2 learning outcomes for primary through high-school students: A systematic literature review. Computers & Education, 143, 103667. doi: 10.1016/j.compedu.2019.103667. |
[19] | Khazaei, K., & Jalilian, N. (2014). The Impact of computer educational games on academic achievement and creativity in elementary school students. Journal of Information and Communication Technology in Psychology and Educational Sciences, 5 (2), 23-39. http://noo.rs/ozUOT. |
[20] | Pront, L., Muller, A., Koschade, A., & Hutton, A. (2018). Gaming in nursing education: a literature review. Nursing education perspectives, 39 (1), 23-28. doi: 10.1097/01.NEP.0000000000000251. |
[21] | Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & education, 55 (2), 427-443. doi: 10.1016/j.compedu.2010.02.007. |
[22] | Ganotice Jr, F. A., & Chan, L. K. (2019). How can students succeed in computer-supported interprofessional team-based learning? Understanding the underlying psychological pathways using Biggs' 3P model. Computers in Human Behavior, 91, 211-219. doi: 10.1016/j.chb.2018.09.029. |
[23] | Esmailie Goojar, S., Ali Abadi, Kh., & Roustaei Ardakani, S. (2018). Impact of web-based multi-user educational computer games on student learning and motivation. Journal of Media Studies in Vienna, 3 (11), 196-223. https://www.civilica.com/Paper-JR_NMS-JR_NMS-3-11_007.html. |
[24] | Ghadirian, S., Musa Pour, S., & Akbari, S. (2018). The effect of cognitive process-based educational games on academic motivation and academic achievement of students with reading difficulties. Journal of Learning Disabilities, 7 (1), 76-99. https://www.sid.ir/en/Journal/ViewPaper.aspx?ID=577086. |
[25] | Dortaj, F. (2014). Comparing the effect of two-game and traditional teaching methods on students' motivation and academic achievement in mathematics. Journal of School Psychology, 2 (4), 62-80. https://www.sid.ir/En/Journal/ViewPaper.aspx?ID=489925. |
[26] | Yeh, Y. C., Chang, H. L., & Chen, S. Y. (2019). Mindful learning: A mediator of mastery experience during digital creativity game-based learning among elementary school students. Computers & Education, 132, 63-75. doi: 10.1016/j.compedu.2019.01.001. |
[27] | Rouhi G, Hoseini SA, Badeleh MT, Rahmani H.[Educational Motivation and its Relationship with some Factors among the Students of Golestan University of Medical Sciences]. Strides In Development of Medical Education 2007; 4 (2): 77-83. |
[28] | Kosgeroglu N, Acat MB, Ayranci U, Ozabaci N, Erkal S. An investigation on nursing, midwifery and health care students' learning motivation in Turkey. Nurse Educ Pract 2009; 9 (5): 331-9. |
[29] | Abbas pour S, Hasan zedeh M. [Motivations for the choice of the nursing course in faculty of nursing in Torbat Heidaryeh]. Journal of Urmia Nursing And Midwifery Faculty 2008; 6 (2): 71-4. |
[30] | Amini A, Valizadeh S, Mohammadi B. [Survey of effective factors on learning motivation of clinical students and suggesting the appropriate methods for reinforcement the learning motivation from the viewpoints of nursing and midwifery faculty, Tabriz University of Medical Sciences 2002]. Iranian Journal of Medical Education 2002; 2 (0): 10-11. |
[31] | Bengtsson M, Ohlsson B. The nursing and medical students motivation to attain knowledge. Nurse Educ Today 2010; 30 (2): 150-6. |
[32] | Sobke, H., & Reichelt, M. (2018). Sewer Rats in Teaching Action: An explorative field study on students' perception of a game-based learning app in graduate engineering education. arXiv preprint arXiv: 1811.09776. https://arxiv.org/abs/1811.09776. |
APA Style
Narges Mirani Sergzi, Mohadeseh Ordoni, Mohammad Sadegh Besharatnia, Mohammad Reza Dastamooz, Mohammad Javad Heydari Abravan. (2020). Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students. International Journal of Elementary Education, 9(3), 71-76. https://doi.org/10.11648/j.ijeedu.20200903.13
ACS Style
Narges Mirani Sergzi; Mohadeseh Ordoni; Mohammad Sadegh Besharatnia; Mohammad Reza Dastamooz; Mohammad Javad Heydari Abravan. Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students. Int. J. Elem. Educ. 2020, 9(3), 71-76. doi: 10.11648/j.ijeedu.20200903.13
AMA Style
Narges Mirani Sergzi, Mohadeseh Ordoni, Mohammad Sadegh Besharatnia, Mohammad Reza Dastamooz, Mohammad Javad Heydari Abravan. Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students. Int J Elem Educ. 2020;9(3):71-76. doi: 10.11648/j.ijeedu.20200903.13
@article{10.11648/j.ijeedu.20200903.13, author = {Narges Mirani Sergzi and Mohadeseh Ordoni and Mohammad Sadegh Besharatnia and Mohammad Reza Dastamooz and Mohammad Javad Heydari Abravan}, title = {Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students}, journal = {International Journal of Elementary Education}, volume = {9}, number = {3}, pages = {71-76}, doi = {10.11648/j.ijeedu.20200903.13}, url = {https://doi.org/10.11648/j.ijeedu.20200903.13}, eprint = {https://article.sciencepublishinggroup.com/pdf/10.11648.j.ijeedu.20200903.13}, 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.}, year = {2020} }
TY - JOUR T1 - Impact of Educational Computer Games on Academic Motivation and Stress Reduction in Students AU - Narges Mirani Sergzi AU - Mohadeseh Ordoni AU - Mohammad Sadegh Besharatnia AU - Mohammad Reza Dastamooz AU - Mohammad Javad Heydari Abravan Y1 - 2020/09/21 PY - 2020 N1 - https://doi.org/10.11648/j.ijeedu.20200903.13 DO - 10.11648/j.ijeedu.20200903.13 T2 - International Journal of Elementary Education JF - International Journal of Elementary Education JO - International Journal of Elementary Education SP - 71 EP - 76 PB - Science Publishing Group SN - 2328-7640 UR - https://doi.org/10.11648/j.ijeedu.20200903.13 AB - 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. VL - 9 IS - 3 ER -