How Do Computer Games Affect Your Children?

Bu çalışmanın amacı bilgisayar oyunlarının çocuklar üzerindeki pozitif venegatif etkilerini araştırmaktır. Pozitif etkiler; el-göz eşgüdümü, dikkati toplama stratejileri, simgesel dilleri anlama ile zihinde döndürme, uzamsal görselleştirme ve zihinsel bütünleme gibi becerilerin gelişimi olarak sayılabilir. Negatif etkiler ise bağımlılık, daha önemli etkinliklerden geri kalma ve saldırgan düşünce ve davranışlarda artış olarak sayılabilir.

Bilgisayar Oyunları Çocuklarınızı Nasıl Etkiler?

This paper addresses positive and negative effects of computer and video games on children's cognition by reviewing the scientific literature. Positive effects include improving hand-eye coordination, strategies for dividing attention, understanding of iconic languages and improving spatial skills such as mental rotation, spatial visualization and spatial integration. The negative effects include addiction, distraction from more important activities and a potential increase in aggressive thoughts and behavior.

___

  • Anderson, C.A. & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and life. Journal of Personality and Social Psychology, 78(4), 772-790.
  • Anderson, C.A., & Ford, CM. (1986). Affect of the game player: short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12,390-402.
  • Bandura, A. (1986). Social foundation of thought and action: a social cognitive theory. New York: Lieber-Atherton.
  • Battista, M. T. (1990). Spatial visualization and gender differences in high school geometry. Journal for Research in Mathematics Education, 22(11), 47-60.
  • Bowman, R. (1982). A Pac-Man theory of motivation, Educational Technology, 22,14-16.
  • Carpenter, P.A. & Just M.A. (1986). Spatial Ability: an information processing approach to psy-chometrics. In R.J. Sternberg (Ed.), Advances in the psychology of human intelligence (Vol. 3), NJ: Erlbaum.
  • Dill, J., & Anderson, C.A. (1995). Effects of justified and unjustified frustration on aggression . Aggressive Behavior, 21,359-369.
  • Dorval, M., & Pepin, M. (1986). "Effect of playing a video game on adults' and adolescents' spa¬tial visualization." Paper presented at the annual meeting of the American Educational Research Association, San Francisco, CA.
  • Fairdough, C. Fagan, M. MacNamee, B. & Cunningham, P. (2001). Research Directions for AI in Computer Games. Technical report, Trinity College, Dublin.
  • Gagnon, D. (1985). Videogames and spatial skills: An Exploratory Study. ECTJ, 33(4), 263-275.
  • Gee, J. P. (2003). What video games have to teach us about learning and literacy. New York: Palgrave Macmillan.
  • Greenfield, P.M. (1984). Mind and media: the effects of television, video games, and computers, Cambridge, Massachusetts, Harvard University Press
  • Greenfield, P.M. (1993). Representational competence in shared symbol systems: Electronic media from radio to video games, from book edited by Cocking & Renninger, The development and meaning of psychological distance, Lawrence Erlbaum Associates
  • Greenfield, P., M. (1994), Cognitive Effects of Video Games: Guest Editor's Introduction, Video Games as Cultural Artifacts, Journal of Applied Developmental Psychology 15,3-12.
  • Greenfield, P.M., Camaioni, L., Ecolani, P., Weiss, L., Bennett, L.A., Perucchini, P., (1994), Cognitive Socialization by Computer Games in Two Cultures: Inductive Discovery or Mastery of an Iconic Code?, Journal of Applied Developmental Psychology,15(l), 59-85.
  • Greenfield, P.M., deWinstanley, P., Kilpatrick, H., Kaye, D. (1994). Action Video Games and Informal Education: Effects on Strategies for Dividing Visual Attention, Journal of Applied Developmental Psychology,15(l), 105-123.
  • Hall, C. (1954). A primer of Freudian psychology. New York: World.
  • Humphreys, L.G., Lubinski, D., & Yao, G. (1993). Utility of predicting group membership and the role of spatial visualization in becoming an engineer, physical scientist, or artist. Journal of Applied Psychology, 78(2), 250-261.
  • Juhel, J. (1991), Spatial abilities and individual differences in visual information processing, Intelligence, 15,117-137
  • Koop, C.E. (1982), Surgeon general sees danger in video games. NewYork Times, Nov. 10, A-16
  • Linn, M. C, & Petersen, A. C. (1985). Emergence and characterization of sex differences in spatial ability: A meta-analysis. Child Development, 56, 1479-1498.
  • Lohman, D.F. (1988). Spatial abilities as traits, processes and knowledge. In R.J. Sternberg (Ed.), Advances in the psychology of human intelligence (Vol. 4), NJ: Erlbaum
  • Long, M. (1983). True confessions of a PacMan junkie. Family Weekly, Jan 2,6-10
  • McGee, M. G. (1978). Human spatial abilities: Psychometric studies and environmental, genetic, hormonal, and neurological influences. Psychological Review, 86,889-918.
  • Okagaki, L., & Frensch, P. A. (1994). Effects of video game playing on measures of spatial performance: Gender effects in late adolescence. Journal of Applied Developmental Psychology, 15(1), 33-58.
  • Panelas, T. (1963). Adolescents and video games: Youth and Society, 15,51-65
  • Parente, A. (1997). Does video games improve attention-concentration and hand-eye coordination: Short report. Cognitive Technology 2,2:41-43.
  • Pearson, J. L., & Ferguson, L. R. (1989). Gender differences in patterns of spatial ability, environmental cognition, and math and English achievement in late adolescence. Adolescence, 24,421-431.
  • Pellegrino J.W. & Kail R. (1982). Process anlysis of spatial aptitude. In R.J. Sternberg (Ed.), Advances in the psychology of human intelligence (Vol. 1), NJ: Erlbaum
  • Pribyl, J. R., & Bodner, G. M. (1987). Spatial ability and its role in organic chemistry: A study of four organic courses. Journal of Research in Science Teaching, 24,229-240.
  • Provenzo, Eugene F. (1991) Video Kids. Making Sense of Nintendo, Harvard University Press, Cambridge, Mass.
  • Roberts, J.M., & Sutton-Smith, B. (1962), Child training and game involvement. Ethnology, 1, 166-185.
  • Shepard, R. N., & Cooper, L. A. (1982). Mental images and their transformations. Cambridge, MA: The MIT Press.
  • Siegel, A.W. & White, S. (1975). The development of spatial representations of large-scale environments. In Reese, H.W. (ed) Advances in Child Development and Behavior. New York: Academic Press.
  • Silvern, S. B., & Williamson, P. A. (1987). The effects of video game play on young children's aggression, fantasy, and prosocial behavior. Journal of Applied Developmental Psychology, 5,453-462.
  • Smith, I. M. (1964). Spatial ability: Its educational and social significance. San Diego, CA: Robert R. Knapp.