مقایسه اثربخشی بازی‌های رایانه‌ای شناختی و بازی‌های تعاملی والد-کودک بر حل مسأله و عاطفه مثبت و منفی کودکان ده ساله شهر شیراز

نویسندگان
دانشگاه خلیج فارس
چکیده
در پژوهش‌های سال‌های اخیر، افزایش وضعیت شناختی و روانشناختی از طریق بازی مورد توجه زیادی بوده است. برای این منظور، دو دسته بازی شامل بازی تعاملی خانگی و بازی شناختی وجود دارد که اولی قابل اجرا در محیط خانه است و دومی به صورت نرم افزارهای رایانه‌ای جهت افزایش توانایی‌های شناختی اجرا می‌شود. پژوهش حاضر نیز با هدف مقایسه اثربخشی بازی‌های رایانه‌ای شناختی و بازی‌های تعاملی والد-کودک بر حل مسأله و عاطفه مثبت و منفی کودکان انجام شد. به این منظور، 40 نفر از کودکان 10 ساله شهر شیراز به روش نمونه گیری در دسترس انتخاب شدند و در 4 گروه بازی لوموسیتی (10 نفر)، بازی خانگی (10 نفر)، ترکیب بازی لوموسیتی و خانگی (10 نفر) و گروه کنترل (10 نفر) قرار گرفتند. داده‌ها با روش تحلیل کوواریانس چندمتغیره تحلیل شدند. بر اساس معناداری آزمون پیلایی، بین گروه‌ها از نظر دو متغیر حل مسأله و عاطفه مثبت و منفی، تفاوت وجود دارد. مقایسه‌های دوتایی گروه‌ها نشان دادند که بین گروه لموسیتی و کنترل از نظر حل مسأله تفاوت معناداری وجود دارد. همچنین گروه ترکیبی با گروه کنترل و خانگی و گروه لموسیتی با گروه کنترل تفاوت معناداری از نظر عاطفه مثبت داشتند. در نتیجه، با توجه به نتایج به دست آمده از پژوهش حاضر پیشنهاد می‌شود که بازی لوموسیتی جهت افزایش توانایی حل مسأله و بازی لوموسیتی و ترکیب لوموسیتی و بازی خانگی جهت افزایش احساسات خوشایند و عاطفه مثبت در افراد 10 ساله به کار گرفته شود.
کلیدواژه‌ها

عنوان مقاله English

Comparison of the effectiveness of cognitive computer games and parent-child interactive games on problem solving and positive and negative affect of ten-year-old children in Shiraz

نویسندگان English

Seyedeh Zahra Mousavi
Farideh Sadat Hoseini
Persian Gulf University
چکیده English

In recent years, research on increasing cognitive and psychological status through play has received much attention. For this purpose, there are two categories of game including interactive home game and cognitive game that the first run in the home environment and the latter is implemented as computer software to increase cognitive abilities. The aim of this study was to compare the effectiveness of cognitive computer games and parent-child interactive games on problem solving and positive and negative affects in children. For this purpose, 40 10-year-old children in Shiraz were selected by available sampling method in 4 groups included Lumosity game (10 people), home game (10 people), combination of Lumosity and home game (10 people) and control group (10 people). Data were analyzed by multivariate analysis of covariance. Based on the significance of Pillai test, there is a difference between the groups in terms of two variables of problem solving and positive and negative affect. Binary comparisons of the groups showed that there was a significant difference between the Lumosity and control groups in terms of problem solving. Also, the combination group with the control group and home group, and the Lumosity group with the control group had a significant difference in terms of positive affect. Acording to the results of the present study, it is suggested that Lumosity game be used to increase problem-solving ability and Lumosity game and the combination of Lumosity and home game to increase pleasant feelings and positive affects in 10-year-olds.

کلیدواژه‌ها English

lumosity game
interactive home game
problem solving
Positive Affect
Negative Affect
Bae, J., Kim, S. J., Kim, K. H., & Koo, D. M. (2019). Affective value of game items: a mood management and selective exposure approach. Internet Research, 1-14.
Ballesteros, S., Mayas, J., Prieto, A., Ruiz-Marquez, E., Torli, P., & Reales, J. (2017). Effects of Video Game Training on Measures of Selective Attention and Working Memory in Older Adults: Results from a Randomized Controlled Trial. Front aging Neurosci, 1 (9), 354.
Bediou, B., Adams, D. M., Mayer, R. E., Tipton, E., Green, C. S., & Bavelier, D. (2018). Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. Psychological bulletin, 144 (1), 77.
Behnamnia, N., Kamsin, A., & Ismail, A. B. (2020). The landscape of research on the use of digital game-based learning apps to nurture creativity among young children: a review. Thinking Skills and Creativity, 37, 1-12.
Bock, B. C., Palitsky, R., Dunsiger, S., William, D, M., & Serber, E. R. (2021). Exercise video games are associated with more positive affective response, which predicts physical activity adherence. Psychology of Sport and Exercise, 52, 1-6.
Bratton, S. C & Dafoe, E. C. (2016). Play therapy. Encyclopedia of mental health (second edition): 278-283.
Chuang, T. Y., & Chen, W. F. (2009). Effect of computer-based video games on children: an experimental study. Educational Technology & Society, 12 (2), 1-10.
Finn, M., & McDonald, S. (2011). Computerized cognitive training for older persons with mild cognitive impairment: a pilot study using a randomized controlled trial design. Brain Impairment, 12 (3), 187-199.
Gray, S. I., Robertson, J., Manches, A., & Rajendran, G. (2019). BrainQuest: the use of motivational design theories to create a cognitive training game supporting hot executive function. International Journal of Human Computer studies, 127, 124-149.
Homer, B. D., Plass, J. L., Raffaele, C., Ober, T. M., & Ali, A. (2018). Improving high school students executive functions through digital game play. Computers & Education, 117, 50-58.
Horger, M. N., & Berger, S. E. (2019). The role of walking experience on whole body exploration and problem solving. Cognitive development, 52, 100825.
Köstering, L., Nitschke, K., Schumacher, F. K., Weiller, C., & Kaller, C. P. (2015). Test–retest reliability of the Tower of London Planning Task (TOL-F). Psychological Assessment, 27 (3), 925.
Laurent, J. J. S., Catanzaro, T. E., Rudolp, K. D., & Potter, K. (1998). A Measure of Positive and Negative Affect for Children: Scale Development and Preliminary Validation. Psychological Assessment, 11(3), 326-338.
Lin, A. J., Chen, C. B., & Fuhua, Ch. (2020). Improving Mood for People with Depressive Disorders: Designing and Developing a VR Game. In VISIGRAPP (1: GRAPP) (pp. 406-411).
Lindsey, E. W. (2022). Shared positive emotion during parent-toddler play and parent and child well-being in Mexican origin families. Infant Behavior and Development, 67, 101706.
Liu, A., & Ma, E. (2019). Travel during holidays in China: crowdings impacts on tourists positive and negative affect and satisfactions. Journal of hospitality and tourism management, 41, 60-68.
Masson, J. D., Dagnan, D., & Evans, J. (2010). Adaptation and validation of the Tower of London test of planning and problem solving in people with intellectual disabilities. Journal of Intellectual Disability Research, 54 (5), 457-467.
Moisla, M., Salmela, V., Hietajarvi, L., Carlson, S., Vuontela, V., Lonka, K., Hakkarainen, K., Salmela-Aro, K., & Alho, K. (2017). Gaming is related to enhanced working memory performance and task-related cortical activity. Brain Research, 1655, 204-215.
Nandy, A., Nixon, E & Quigley, J. (2020). Parental toy play and toddlers socio-emotional development: the moderating role of coparenting dynamics. Infant behavior and development, 60, 101465.
Neroni, M. A., Oti, A., & Crilly, N. (2021). Virtual Reality design-build-test games with physics simulation: Opportunities for researching design cognition. International Journal of Design Creativity and Innovation, 1-34.
Olfers, K. J., & Band, G. P. (2018). Game-based training of flexibility and attention improves task-switch performance: near and far transfer of cognitive training in an EEG study. Psychological Research, 82(1), 186-202.
Pons, F., & Zins, M. (2016). The relationship between density perceptions and satisfaction in the retail setting: mediation and moderation effects. Journal of usiness research, 69 (2), 1000-1007.
Poorabolghasem Hosseini, S., Hosseinkhanzadeh, A. A., & Mousavi, S. V. (2018). The efficacy of attention and concentration training on problem solving skills and quiz stress of female students. Health Research Journal, 3 (2), 114-121.
Ruggiero, D., & Green, L. (2017). Problem solving through digital game design: a quantitative content analysis. Computers in Human Behavior, 73, 28-37.
Shin, J. L., Shin, B. J., Shin, C. C., Su, H. Y., & Chuang, C. W. (2010). The influence of collaboration styles to childrens cognitive performance in digital problem solving game “William Adventure”: a comparative case study. Computers and Education, 55 (3), 982-993.
Skeriene, S., & Juceviciene, P. (2020). Problem solving through values: a challenge for thinking and capability development, 37, 100694.
Yang, Q. F., Chang, S. C., Hwang, G. J., & Zou, D. (2020). Balancing cognitive complexity and gaming level: effects of a cognitive complexity-based competition game on EFL students English vocabulary learning performanc, anxiety and behaviors. Computers & Education, 148, 103808.
Yang, C., Paliyawan, P., Harada, T., & Thawonmas, R. (2018, October). Blow Up Depression with In-Game TNTs. In 2018 IEEE 7th Global Conference on Consumer Electronics (GCCE) (pp. 820-821). IEEE.
Yeh, Y. C., Lai, G. J., Lin, C, F., Lin, C, W., & Sun, H, C. (2015). How stress influences creativity in game-based situations: Analysis of stress hormones, negative emotions, and working memory. Computers & Education, 81, 143-153.
Zhang, D., Ding, Y., Lee, S., & Chen, J. (2017). Strategic development of multiplication problem solving: Patterns of students' strategy choices. The Journal of Educational Research, 110 (2), 159-170.