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HERO ID
7250816
Reference Type
Journal Article
Title
Computer Games and Its Effect on Attribution of Learned Helplessness Students
Author(s)
Hajiarbabi, F; Ahadi, H; Delavar, Ali; Asadzadeh, H; ,
Year
2012
Is Peer Reviewed?
1
Journal
Life Science Journal
ISSN:
1097-8135
Publisher
MARSLAND PRESS
Location
LANSING
Volume
9
Issue
3
Page Numbers
1510-1517
Language
English
Web of Science Id
WOS:000315724100218
URL
https://www.scopus.com/inward/record.uri?eid=2-s2.0-84874851477&partnerID=40&md5=e1427a0960fb8750e51d2eb6cfcca2e1
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Abstract
Games are increasingly being used as educational tools. Many cognitive skills of a child may be observed during computer game play and in part because they are presumed to enhance student motivation. Motivation is important in learning contexts because it can lead students to make greater effort, seek greater challenges, set higher goals, and has higher achievement. We look at student motivation in games from the viewpoint of attribution theory, which predicts more learning by students who make attributions along certain dimensions, and thus may provide a way of examining this claim in more detail. The goal of this research was to study to determine the effect of Instruction based on Computer games on reducing learned helplessness among the female students, who were studying in Mashhad in 2010-2011 academic years. Selection was random sampling. In this research, the subjects were 40 students of fourth and fifth grade of elementary school female students who were identified as learned helplessness by children's attribution-style questionnaire (CASQ). The experimental and controlled groups were selected randomly. Experimental group was affected by dependent variables for 10 sessions, each session 45 minutes. The method of instruction was based on computer games and research design was experimental. Then posttest was taken from both groups. Covariance analyses and t test were used to analyze the research results. The results showed that there was a significant difference between experimental and control groups (p <= 0.05). The practical purpose of this study is to make use of the research findings in education and counseling. [Fateme Hajiarbabi, Hassan Ahadi, Ali Delavar, Hasan Asadzadeh. Computer Games and Its Effect on Attribution of Learned Helplessness Students. Life Sci J 2012;9(3):1510-1517] (ISSN:1097-8135). http://www.lifesciencesite.com. 220
Keywords
computer games; learned helplessness; attribution; motivation
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