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This study intent to examine the relationship between playing computer games
and learning basic mathematical skills shows the role of computer games play in the
those individuals especially young person are very attached of computer and mobile
opportunity of attaining their education and instructional objectives. This study aims to
find for evidences whether computer games can be used to acquire basic mathematical
commercial video game industry. The expansion number of educators in K-12, colleges
and universities, as well as the military, medicine and hospitality with the use of online
Video games can attain and nurture a player’s attention for long period of time,
Games are also thought to be more effective tools for teaching complicated
ideas because they use action instead of explanation , create personal motivation and
through relatively simple platforms and mobile devices, which is particularly significant
better corresponds with the practice and immerses of today’s children and young adults.
People cultivate new knowledge and complex skills from game play. Suggesting gaming
could support address one of the nation’s pressing needs, fortifying our system of
According to Yang & Chen (2010), learning Mathematics shows many challenges
for a large number of children. Mathematics is often connected as difficult and tiresome
subject to learn. Interactive immersive games can consume children’s attention for
hours while giving them effective instruction and an engaging learning experience.
various in part of problem solving and algebra skills, strategies and reasoning abilities,
critical geometry skills and procedures. Despite of it the National Mathematics Advisory
Panel (NMAP) does not provide a direct recommendations for using games “as
potentially useful instruments in introducing and teaching definite subject matter content
to specific work population” due to the scarce number of severity studies exploring
In spite of high attention is that educational games have drawn over the reason
over the last two decades, hierarchal findings on the effects of math video gaming on
students achievement are unstable. For example Kebritchi (2008) found that high
school students that interacted with a math video game outperformed their non –
gaming classmates but contradicts by the research performed by Okolo (1992) did not
find any significant differences between gamers and non – gamers in a classroom; yet,
positive effects were seemed for the students with high achievement motivation. A
number of studies revealed the opposite effect of math video gaming. Not only did
different study groups that use different games for raising distinct knowledge outcomes
report mixed results, even findings by the same researcher that use the same math
researches may help gain an understanding of the effectiveness of the game based
learning for student math achievement. Several Meta – analyses have tried to
synthesize finding on empirical research for computer game – based learning and
academic recognitions (e.g., Connolly et al., 2012; Vogel et al., 2006; Young et al.,
2012). However, most of these researches were not done due to methodological
challenges associated with the shortage of empirically harshness research in this area.
In addition these Meta – analyses extended multiple content areas, we have lead a wide
mathematics content area solely two years after the publication of the most present
analytical attempts on instructional gaming ( Connolly et al., 2012 ; Young et al., 2012).
by the reader because the activity has a goals, is interactive, and is rewarding (gives
games for educational purposes (Prensky 2001). A DGBL activity engages students in
the process of problem solving or knowledge acquisition when facing the challenges
instructional objectives and materials into digital games, J. Comput. Educ. (2014) 1(2
3):151–166 153 123 students’ learning motivation would be enhanced because of the
challenging and enjoyable nature of the games (Hwang et al. 2012). In recent years,
various studies related to DGBL have been reported, revealing the potential of this
approach (Hwang et al. 2012; Villalta et al.2011). For example, the study of Wang and
Chen (2010) showed that, with the DGBL approach, students were highly involved in
programming activities, which have been recognized as being difficult and boring tasks
to most students. Dickey (2011) found that the DGBL approach could promote students’
intrinsic motivation. In the meantime, Yien et al. (2011) also reported the positive effect
of Hung et al. (2012) further showed that, with proper design, digital games could
improve students’ spatial cognition ability. From the literature, it is found that DGBL
could be a good approach for improving students’ learning motivation and achievement
in mathematics. On the other hand, several studies have reported the benefits of using
learning approaches (de Jong and Bus 2002; Janssens and Martin2009; Siegenthaler et
indicated that e-books could promote interaction between peers. In addition,both the
studies of Stepath (2004) and Shamir and Shlafer (2011) indicated that the use of e-
books was beneficial to students’ learning outcomes. Based on a large-scale survey,
Lee (2012) reported that using e-books to access and execute application programs
Computer games are the most popular entertainments in the new societies and
they target a variety of people in different ages. The addiction to the rivalry and
excitements of the games make them the most basic recreational program for today’s
teenagers, so that they do anything to reach a higher level of the game, they immerse in
the game so much that they are completely separated from their community.
Challenging with the obstacles and going up to a higher rank in the game, make the
Computer games basically started from 1972 with Pang, a computer tennis
game, then develop in hardware and software systems. Improvement of quality and
believe that computer games like watching television provides opportunity for visual
learning. Especially because these games are more active differ from watching TV, they
are considered more effective. Since this games are known as the second
entertainment after television rivals of these games emphasize on their negative or bad
effects such as stimulating anger and violence, costing a lot of money and having
negative effects on physical and mental health which are much higher than the positive
or good effects of the games such as increasing the coordination between eyes and
hands. Also this is supported by an research of Klein and Keepers they mention in their
research that students who prefer computer games to other entertainments have more
Currently in Iran, a great part of students’ leisure time out of school is spent on
computer games. The reason for adolescents’ attraction to these games include being
thrilled and ease in access while authorities’ and families do not have any proper plan
for students’ leisure time and there is not so many options for their entertainments.
Playing computer games in some extent can be useful but long – term playing leads to
massive number of physical and mental complications. Long term participation with
these games means the gamers long term tension, restlessness and worrisome during
the game physical tensions and real physical stimulations are experiences. By
sympathetic nervous system stimulation, this can gradually make this system sensitive
and ready for response to limited stimulants, while causes anxiety symptoms in the
player. A study by Sherry et al.,(2001) investigating the reasons for playing video and
computer games by adolescents and their game priorities on 535 adolescents in age of
15 – 20 in the west USA found that 68% if adolescents’ have this games as their
weekly entertainment. The reasons of playing these games among boys where thrill and
challenges and they insisted to win. Moreover sport and violence games were more
Development of electronic and computer games are great threat for youth and
adolescents and can lead to psychological disorders and depressions in these groups in
previous time kids were involved playing with other children, but children of today spend
most of their time on computer games as soon as they understand and acquainted with
them while these games cannot create any emotional and human relationship.
Children and adolescent’s attraction to the computer games cause many mental,
physical and social problems. These effects are stimulating anger and violence, obesity,
epilepsy due to games, social isolation and other physical and mental damages. Many
psychologists and mental health professionals have paid attentions to the effects of
these games .The increasing prevalence of computer games among children and
adolescents have made many researchers to determine the effects of these games on
those who played it. For example, In Iran, there are few and limited studies on the
effects of addiction to computer games on players. Considering the increasing rate (%)
of the addiction to computer games among Iranian adolescents and young players,
present study was conducted to investigate the effects of addiction to computer games
on physical and mental health including physical health, anxiety and depression and
When parents think about how much time their children spend playing video
games, they're typically concerned with the various health risks and conditions
commonly associated with video gaming addiction. However, with proper moderation
and parental supervision, your child can take advantage of the many positive effects of
There are many video games on the market, both for consoles and computers, which
require some type of physical activity. Whether it's dancing or playing the guitar, parents
have the option of purchasing games for their children that will force them to move
Many video games are available that incorporate fitness, nutrition and healthy living into
the game's main objectives. Video games that are meant to simulate outdoor sports are
fun alternatives for outdoor exercises, and can be done at any time of the day, no
matter what the weather is outside. Some video games are entirely based on physical
fitness, giving the player weight-loss goals and physical achievements to maintain a
healthy lifestyle.
Hand-eye Coordination
Regular video game play can increase your child's dexterity, which is very useful for
performing day-to-day activities, work functions and playing sports. There are numerous
exercises that can be performed to improve your child's hand-eye coordination, but
most of them aren't as appealing and rewarding to your child as playing a video game.
Social Skills
A lack of social skills and the ability to interact with others on a regular basis can
Children who are shy and lack confidence when socializing with their peers may
have an easier time opening up while playing video games. With online gaming,
strangers. Approaching someone you hardly know, like a new classmate or co-
worker, and striking up a conversation can be quite challenging in real life, but in
a video game setting, there is a sense of anonymity and security that enables
people to overcome their fears of interacting with someone they don't know.
The complexity of most video games gives your child a chance to enhance cognitive
skills like problem solving, decision making and reasoning. Video games have evolved
to a point where the user must take control and think for themselves, rather than
aimlessly inputting simple commands through a video game controller. Often times,
video games require the player to solve riddles that require patience and creativity
Good sportsmanship and fair-play are values that are commonly developed in youth
sports and organizations. Video games offer another outlet to teach your children these
values, especially through regular, online gaming, where players are constantly
Stress Reduction
With the pressures of fitting in, performing well in extracurricular activities and meeting
the expectations of parents and educators, it's no wonder that even children have to
cope with a great deal of stress. Video games offer your child an outlet for reducing their
stress levels by relieving them of the pressures they face in the outside world. Children
can completely immerse themselves in the video game, if only for a short while.
Team Work
Cooperation and a need for strong team work are more prevalent in video games than
ever. Online gaming requires players to communicate effectively with their team, while
following directions and performing the tasks expected of them to achieve victory. Much
like basketball, baseball or any other team sport, strong team work is crucial in video
games.
Coping Mechanism
Whether they are dealing with physical or emotional pain, video games can be a
sufficient coping mechanism for most people. Video games offer people a chance to
escape the outside world, which can be especially useful after a serious injury or
dealing with a traumatic experience. They are also useful to anyone suffering an illness
or health condition that confines them to their bedroom. The next time your child is
suffering from a sore throat or abdominal pain, allow him or her to play some video
they make people happy. However, it is important to moderate the amount of time spent
playing video games, for there is the possibility that this tool for happiness can quickly
It is only through moderation that video games can be fully utilized for the
positive effects they can have on a person. Allow your children to play video games
every so often, or even use it as a reward; just remember to put a reasonable time limit
and make sure your child is also living a life outside of the virtual world.
industry. Tablets, phones, home computer and game consoles have provided
unprecedented access to movies television shows and video games .No shift in human
entertainment is as marked as the advent of video games .Indeed , this relatively new
2009 survey, 88% of American youth between the ages of 8 and 18 reported playing
video games at least occasionally with an average time spent per week at 13.2 hours
(Gentile). The amount of time spent on video games continues to increase, though
comparable data are scarce .Interestingly, increase in video game time have not led to
has led policy makers , parents, teachers and researchers alike to question the
potential negative and positive effect of this relatively new medium .Mirroring the
concerns expressed in the early years of television use , violent content present within
video games has sparked both research and debate . Although the current chapter’s
focus is on the negative effect of video game play, we emphatically note that video
games are not inherently bad. Theoretically, there are likely a variety of cognitive and
social benefits of video game play, and many such positive effects have received
empirical support. Well-designed video games are excellent teachers that are highly
motivating, engaging and responsive to the players’ skills, but the lessons drawn from
the video games can lead to both positive and negative outcomes.
In fact, some of the processes that give rise to known harmful effects are
precisely the same processes that produce some of the positive outcome. There is
perhaps no clearer example of this phenomenon than the contrast between the effects
of pro social and violent games. As will be discussed is more detail throughout this
video a factor for aggressive behaviour .Importantly , this effects are seen even among
the analyses conducted by both critics and proponents of violent media effects and
persist despite numerous tests of alternative explanations. Similarly, pro social video
games, in which players help other game characters in nonviolent ways, produce
who consume media do not do so passively. Movies, televisions shows and many
games include rich stories with themes, lessons and portrayals which impacts
consumer in a lasting manner. With this in mind, it is not surprising that research has
focus heavily on major content themes within media, particularly video games over the
past twenty years. This chapter focuses on the negative outcomes of violent video
Second, it is by far the most heavily researched topic of studies on video game
effects.
types of video games, ranging from educational uses, training in numerous industries,
and adjunct physical and psychological health therapies. But those, fascinating
It has been the focus of research for decades, beginning with film and
televised violence, but has experienced renewed interest with the advent of video game
have been confirmed by major scientific organizations and by a number of large scale
at work that give rise to violent content effects. Following this discussion, we will touch
upon a variety of other negative effects of video game play, and some focus will be
placed on the video game play, and some focus will be placed on the video game
mechanics that are the primary drivers of these more recently discovered effects.
is carried out with the proximate intent to cause harm. In addition, perpetrator must
believe that the behaviour will harm the target, and that the target is motivated to avoid
the behaviour .Because it is both unethical and violent behaviour in the laboratory, most
research on violent video game effects uses milder forms of aggressive behaviour as
Reaction Time Task. This task involves asking research participants to complete
against an ostensible other participants in reaction time trials. Each trial involves the
participant clicking a box in the centre of the screen once it turns from green to red.
Their goal is to “beat” their opponent’s click. Prior to each trial, the participant select a
noise volume and duration. If the participant wins the reaction time trial, they administer
the noise blast to their opponent. These volume levels typically range from 60 dB to 10
Another common tool used for the measure of aggression is with the use of
the hot sauce paradigm. This method involves asking a participant to partake in a food-
tasting task in which other participants in the same study are asked to eat a variety of
food. The participant is given information indicating that an ostensible other participant
does not like spicy food. They are then asked to select the amount of hot sauce this
person must consume in order to earn their research credit. Aggressive behaviour is
coded by measuring the amount of hot sauce assigned to this other participant.
laboratory studies, there era many others. Also, it is important to note that the
that stimulus to generalize across a variety of measures that tap into the same
conceptual construct. For this reason, research regarding the effects of violent video
between violent video game play and verbal aggression delivering painful electric
arguments with teachers, getting into physical fight, children’s aggressive behaviour
observe during free play, rating someone as less deserving of financial support, making
another person hold his or her hand in painfully cold ice water for an extended period of
time, and interfering to with the other person’s ability to win the prize. Correlational and
longitudinal studies have additionally used more extreme measures of aggression and
found violent video games effects on carrying weapon on school property, trait
emotional and physiological response to viewing violence in real life. In one major study
on the topic, randomly assigned participants’ to play a violent and non-violent game for
20 minutes. They then asked all participants to view a 10 –min –long videotape of real-
life violence while measuring participants’ heart rate and galvanic skin response. They
found that individuals who had played the violent game displayed less physiological
responses of the participants’ brain while they are viewing images of actual violence.
They found that the amount of long term exposure to violent media was associated with
reduce neural responding in an area of the brain that is connected to the aversive
behaviour.
is how aversive the act of aggression appears to us. For individuals who find the notion
previous discussion viewing violence in games does not solely affect aggressive
massive research attention, violence included in games are often heavily associated
with other game instruction and themes that will lead to these harmful effects. Most of
these effects appear to be related in violent video game play in particular while others
domination, relatively lesser work has been done on this topic with regard to video
games. Most of this work has pointed on stereotypical portrayals of both men and
women in video games. Female characters in video games are frequently depicted as
sexualize, attractive and weak, while male characters are more frequent portrayed as
and women. They then read real-life vignette describing a sexual harassment incident
in which a male college professor harass a female student. They found that male
participants found the sexual harassment to be more tolerable when they had found the
sexualized images of video game characters. In the other work participant were
randomly assigned to watch series of events within video games in which violence and
sexual exploitation against women are displayed in the game e.g Grand Theft Auto IV
or watched a video of a baseball video game being played. They found that individuals
viewing the sexually stereotyped game play were more likely to endorse rape myth
Researchers Saleem and Anderson conducted their study indicating that individuals
playing video games that depicted Arab characters as terrorists observed increased
who played other games without such depictions, although they also observed
increased anti-Arab attitudes among participants who played a game with Russian
terrorists. This finding suggest that there exist a strong pre-existing association
between Arabs and terrorism, perhaps partially from televise coverage of Arabs in a
video game developers to produce games that do not exacerbate stereotyped beliefs of
players. Violent content and high pace of action are often highly related in the
entertainment value of video games, at least among the general population making the
avoidance of this mechanics difficult for many developers who wish to sell as many
games as possible. Stereotyped depictions of women and racial groups are, at least in
contrast, much easier to avoid including in games. The benefits of such game designs
decision are not likely to reflect in a developer’s check book, but will provide a
Mathematical Performances
science of number, shape, space, size, and the relationships between them.
Mathematics is also a versatile language written with symbols and shapes. It involves
predicting and solving problems (MEB 2009, p 7). Basic math skills consist of
and decimals process skills (Hayes, 2005). Mathematics education provides individuals
with a wide perspective and knowledge to understand the world and enhance their
social interaction and theirs skills. Mathematics helps people to analyse their various
However, as important as the subject is, a lot of students still have phobia for it. Some
have fear in learning it. This is due to the difficulty in comprehending it. This has made
uncountable number of students to absence interest in its study; it is so sad to say that
some students hate it. According to Garnett (1998), many students face math learning
problems of different types; these learning difficulties range from mild to severe, and
require instructional attention and various treatment methods. Some of the most
frequent math learning problems include: (a) difficulty memorizing basic number facts;
(b) computational and arithmetic weakness; (c) confusion about terminology and the
written symbolic notation system of school math; and (d) frail understanding of concepts
exercises and tests, these math learning disabilities can also result in avoidance
behaviour and negative perception of the particular subject. Often, students with math
learning difficulties exhibit high math anxiety, which is defined as “a feeling of tension,
result of this, teachers should utilize teaching methods that capitalize on the importance
of mathematics, help students develop their math skills, and increase their self-efficacy
beliefs (Meece et al., 1990). Moreover, it is very necessary to help students acquire a
positive perception of mathematics, as this can lower math anxiety and higher math
games around the world, a wide interval still exists in studies focusing on the
objectives which the study seeks to fulfil: 1) To determine the relationship between the
above objectives, this study attempts to answer the research following: 1. What is the
learning basic mathematical skills and those who did not? ( Hamiyet Sayan;2015).