A Model for Field Educational Research: The Effect of Electronic Games on Students at the College of Basic Education and the Technical Institute of Akre
Metadatos
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Universidad de Granada
Materia
The Effects of Video Games on Students at The College of Basic Education and The Technical Institute of Aqrah: A Field Study in Educational Research
Fecha
2022-12-01Referencia bibliográfica
Luqman Saeed Mustafa,Nadheer Saeed Mustafa (2022). A Model for Field Educational Research: The Effect of Electronic Games on Students at the College of Basic Education and the Technical Institute of Akre Journal for Educators, Teachers and Trainers,Vol. 13(5). 505-513. DOI: [10.47750/jett.2022.13.05.046]
Resumen
By conducting this study, the researcher hopes to shed light on the problem of electronic games and
their effects on society, as well as on how popular they are among students at the college of basic
education and the technical institute in Akre. She also hopes to reveal differences in the signs of
addiction to electronic games based on gender. Through a published questionnaire, this study used
the objective analysis method. 238 students from the Technical Institute of Akre and the College of
Basic Education made up the research sample. The theoretical foundation of the idea of electronic
games and their various varieties, as well as the benefits and drawbacks of playing electronic games,
were the two main themes covered by the researcher in his investigation. The practical framework has
conclusions and a model for a questionnaire.
The following are the objectives of the current study:
• The College of Basic Education and the Technical Institute of Akre's video game-playing habits
• The impact of playing video games on students' academic performance at the Technical Institute
of Akre and the College of Basic Education
• Scientific and scholarly discussion of the drawbacks and benefits of video games
• To give the study a scientific bent, we created an electronic questionnaire, translated it into
Kurdish and Arabic, and distributed it electronically to the students of Akre (Aqrah) Technical
Institute and College of Basic Education.
Electronic games have become the preferred way for people, especially those in the younger
generation, to occupy their free time as a source of fun and enjoyment since the participant in this
study views them as a means of entertainment and entertainment in first place.