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  Citation Number 6
 Views 110
 Downloands 31
ORTAOKUL ÖĞRENCİLERİNİN SALDIRGANLIK DURUMLARI VE OYNADIKLARI BİLGİSAYAR OYUNLARI
2019
Journal:  
Elektronik Sosyal Bilimler Dergisi
Author:  
Abstract:

GİRİŞ: Bu araştırma, ortaokul öğrencilerinin şiddet davranışları ve oynadıkları bilgisayar oyunlarını belirlemek amacıyla yapılmıştır. YÖNTEM: Kesitsel tanımlayıcı tipte olan çalışma 239 ortaokul öğrencisi ile yapılmıştır. Çalışma için kurum, ebeveyn ve öğrenci onamı alınmış, veriler anket formu ve Saldırganlık Ölçeği (SÖ) ile yüz-yüze toplanmıştır. Verilerin değerlendirilmesinde tanımlayıcı istatistikler ve ki-kare testi kullanılmıştır. BULGULAR: Araştırmaya katılan öğrencilerin Öğrencilerin % 43.9’u son bir yıl içinde şiddete maruz kaldığını, %42.3’ü de şiddet uyguladığını ifade etmişlerdir. Öğrenciler en çok itilme, tekmelenme, tokatlanma (%79.5), bir alet ile saldırma (%79.1), tehdit edilmeyi (%75.7), en az ise lakap takılmasını (%40.2) şiddet olarak değerlendirmişlerdir. Ayrıca öğrencilerin % 88.7’ sinin evinde bilgisayar olduğu, %85.8’ inin bilgisayar oyunu oynadığı ve %10.7’ sinin 2 saatten daha uzun süre bilgisayarda oyun oynadığı belirlenmiştir. Kız öğrencilerin %39.8’ i bilgisayarda zeka ve mantık oyunları oynarken, erkek öğrencilerin %61.7’ sinin savaş ve strateji oyunları oynadıkları bulunmuştur. Öğrencilerin saldırganlık ölçeğinden aldıkları toplam puanların ortalamasının 80.1±2.53 olduğu bulunmuştur. Sınıf düzeyi arttıkça saldırganlık düzeyinde artış görülmektedir (p< 0.05).  Saldırganlık düzeyi yüksek olan öğrencilerin daha çok (% 73.3) savaş ve strateji oyunları oynadıkları tespit edilmiştir ( p<0.05).  SONUÇ: Bu sonuçlar doğrultusunda ailelere şiddet, şiddet davranışları ve bilgisayar oyunlarının çocuğa yönelik etkileriyle ilgili disiplinler arası işbirliği yapılarak eğitimler verilmesi önerilmektedir.    

Keywords:

High School Students and Playing Games
2019
Author:  
Abstract:

This study was conducted to identify the violent behavior of high school students and the computer games they play. Method: The study in the Cutting Identification Type was done with 239 high school students. The institution, parents and students have received the approval for the study, the data is gathered face-to-face with the survey form and the Aggression Scale (SÖ). In the evaluation of the data, identifiable statistics and ki-core tests were used. The survey found that 43.9 percent of students experienced violence in the past year and 42.3 percent experienced violence. Students have regarded multi-touching, scratching, scratching (%79.5), attack with an instrument (%79.1), threatening (%75.7), and less-touching (%40.2) as violence. Moreover, 88.7 percent of students have a computer in their home, 85.8 percent have a computer game and 10.7 percent have a computer game for more than 2 hours. Thro the year, 39.8 per cent of girls and girls played intelligence and logic games on the computer, while 61.7 per cent of boys and girls played war and strategy games. The average score of the students received from the scale of aggression was 80.1±2.53. As the class level increases, the level of aggression is increased (p< 0.05).  It has been found that students with a high level of aggressiveness are playing more (% 73.3) fighting and strategy games (p<0.05). According to these findings, it is recommended that families be educated through interdisciplinary cooperation on the effects of violence, violence and computer games on children.

Keywords:

Assertiveness Status Of Secondary School Students and Their Computer Games
2019
Author:  
Abstract:

BACKGROUND: This study was conducted to determine assertive behaviors and computer games of secondary school students. METHOD: This sectional descriptive study was conducted with 239 secondary school students. Consents of institute, parents and students were obtained, and data were collected with a questionnaire form with Assertiveness Scale by face- to face. For data analysis, descriptive statistics and chi-square test were used. RESULTS: Of the students; 43.9% of the students stated that they exposed to violence at the last one year, 42.3% of them used violence. The students evaluated some behaviors as repression, kicking, slapping 79.5(%), aggressing with a tool (79.1%), to be threatened (75.7%) as violence mostly, and to be given a nickname (40.2%) less. It is determined that of the students; 88.7% had computer at their homes, 85.8% played computer game, 10.7% played more than two hours. While 39.8% of girl students played mind and logic games, 61.7% of boy students played war and strategy games. Total score mean for assertiveness scale of students was 80.1±2. Also, There is an increase in the grade level increases assertiveness levels (p<0.05). Again, students had high assertiveness level played war and strategy games mostly (73.3%) (p<0.05).  CONCLUSION: According to these results; it is suggested that parents should be given educations related to effects of violence, violence behaviors and computer games on children by multidisciplinary cooperation.  

Keywords:

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Elektronik Sosyal Bilimler Dergisi

Field :   Eğitim Bilimleri

Journal Type :   Ulusal

Metrics
Article : 1.927
Cite : 18.201
2023 Impact : 0.337
Elektronik Sosyal Bilimler Dergisi