The Effect of Using Educational and Non-Educational Computer Games on Creativity, Social Relationships and Academic Performance of Female First Students in Kermanshah

The Effect of Using Educational and Non-Educational Computer Games on Creativity, Social Relationships and Academic Performance of Female First Students in Kermanshah

SaharYazdanfar1 Maryam Hosseini Shurabeh2

1) Master s degree in educational technology Islamic Azad University Kermanshah branch
2) Master of Family Counseling, Ardabil Branch University, Iran

IOI Code : XYCF-HKFKF
Publication : 2nd.International Congress on Management, Economy, Humanities and Business Development(icmba.ir)
Abstract :
    The purpose of this study was to compare the use of educational and non-educational computer games with the level of creativity, social relationships and academic performance of first-year female students in Kermanshah. The method of this research was causal-comparative and the statistical population was all primary school girl students in Kermanshah schools in the academic year of 97-96. District 3 of Kermanshah Education was randomly assigned as Sample selected. According to the Morgan table, a sample of 366 first grade elementary students, including 183 students using educational computer games (in intelligent schools) and 183 students using non-educational computer games (lacking schools) Smart and computer-based educational games) were selected as available. Abedi Creativity Questionnaire was a researcher-made computer games, social relations and academic performance questionnaire. The results of multivariate analysis of variance (MANOVA) show that the difference between the two groups of users using untrained and educational computer games is statistically significant. Regarding the amount of statistics (p <0.001), it is concluded that there is a significant difference between the mean scores of the two groups of users using untrained and educational computer games in the variables of creativity, social relations and academic performance. There is a significant difference between the components of social relations between the average of users of educational and non-teaching computer games with respect to the significance level (p <0.001). The results of the study showed that: Educational computer games in terms of creativity variables, social relationships, and academic performance are better than the group of students using B Non-teaching computer skills, and the components of social relationships in students using computer games are better than those who use non-teaching computer games.

Keywords : educational computer games non teaching computer games creativity social relationships academic performance