Abstract Background and aim: Due to the prevalence of computer games among children and adolescents, studies have been conducted on the relationship between these games and their effects on this age group. The purpose of this study was to investigate the relationship between computer games with intelligence, emotional intelligence and social intelligence in Yasuj students. Methods: This was a descriptive-analytic study. The target population in this study was all students of the secondary school, among whom 200 were selected by random sampling. Data were collected using Rhino cognitive intelligence, Trumo Social intelligence, Shoot Emotional Intelligence, and a questionnaire including computer and demographic variables. Data analysis...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Although digital gaming may be considered a social medium, no prior study has investigated how young...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
Although digital gaming may be considered a social medium, no prior study has investigated how young...
The paper describes research on the role and place of computer games in the lives of children and ad...
ABSTRACK Background : Online games are modern games that are in great demand by teenagers. Te...
Background and aims: Given that computer games have positive and negative functions and may affect ...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
Abstract Background: Today, due to developing communicative technologies, computer games and other ...
Although digital gaming may be considered a social medium, no prior study has investigated how young...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
The aim of this study was to determine the relationship between problematic gaming and emotional int...
Although digital gaming may be considered a social medium, no prior study has investigated how young...
The paper describes research on the role and place of computer games in the lives of children and ad...
ABSTRACK Background : Online games are modern games that are in great demand by teenagers. Te...
Background and aims: Given that computer games have positive and negative functions and may affect ...
© 2017, FACTEACHEREDUCATION. All rights reserved. The paper explores the relations among early adole...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...
Cilj je ovog rada, na temelju pregleda literature i provedenog istraživanja, utvrditi odnos igranja ...