The main aim of this research was to investigate the effect of computer games on student’ critical thinking disposition and educational achievement. The research method was descriptive, and its type was casual-comparative. The sample included 270 female high school students in Andimeshk town selected by multistage cluster method. Ricketts questionnaire was used to test critical thinking and the researcher made questionnaires were used to test computer games. T-test and one-way ANOVA were employed to analysis of the data. The findings of the study showed that playing computer games has no significant effect on critical thinking, however, there were a significant effect of playing computer games on students’ educational achievement (P0/05). F...
The purpose of this study was to examine the effect of a mathematics computer game on students’ math...
The study of the peculiarities of thinking of young people professionally engaged in computer gaming...
The study of the peculiarities of thinking of young people professionally engaged in computer gaming...
This study is grounded in the Theory of Game-Based Learning (GBL) and aims to investigate the percei...
The aim of this semi experimental research was to study the effect of educational computer games on ...
The present study aims to see how strategy video games affect ones evaluations of arguments in criti...
Human being starts learning about life via games. Therefore games have always maintained their impor...
The purpose is to find out whether video games can have positive effects on children and whether we ...
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propo...
Playing video game affect children and youth not only by displacing time they spend doing homework o...
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propo...
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propo...
This research was motivated by author's observation at SMP N 1 Ampek Angkek where some of the studen...
The computer game industry has flourished to become the world’s largest entertainment, one of the pr...
Video games, despite being a common hobby amongst the youth, are often associated with bad habits an...
The purpose of this study was to examine the effect of a mathematics computer game on students’ math...
The study of the peculiarities of thinking of young people professionally engaged in computer gaming...
The study of the peculiarities of thinking of young people professionally engaged in computer gaming...
This study is grounded in the Theory of Game-Based Learning (GBL) and aims to investigate the percei...
The aim of this semi experimental research was to study the effect of educational computer games on ...
The present study aims to see how strategy video games affect ones evaluations of arguments in criti...
Human being starts learning about life via games. Therefore games have always maintained their impor...
The purpose is to find out whether video games can have positive effects on children and whether we ...
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propo...
Playing video game affect children and youth not only by displacing time they spend doing homework o...
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propo...
Creativity is about being sensitive to dilemmas, losses, problems, and existing errors, making propo...
This research was motivated by author's observation at SMP N 1 Ampek Angkek where some of the studen...
The computer game industry has flourished to become the world’s largest entertainment, one of the pr...
Video games, despite being a common hobby amongst the youth, are often associated with bad habits an...
The purpose of this study was to examine the effect of a mathematics computer game on students’ math...
The study of the peculiarities of thinking of young people professionally engaged in computer gaming...
The study of the peculiarities of thinking of young people professionally engaged in computer gaming...