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MIDDLE SCHOOL STUDENTS’ DIGITAL GAME EXPERIENCES IN THE CITY OF MAKKAH IN SAUDI ARABIA

Year 2016, , 167 - 175, 22.04.2016
https://doi.org/10.18768/ijaedu.83563

Abstract

The purpose of this quantitative study is to investigate middle school students’ experiences with gaming in Makkah City in Saudi Arabia. This study described the current condition of video game usage and compared that depth of usage to current academic grade point average (GPA). Also, it showed the difference between gender, and students’ age and described the types of video games and elements that attract students to play video games. There were 201 middle schools students from Makkah who participated in this study. The study found there was a significant relationship between hours spent playing video games and students’ GPAs. They also showed a significant difference between gender in hours spent playing video games and that there was no significant statistical difference between the middle schools students’ ages in hours spent playing video games. Additionally, male students were perceived to have higher positive attitudes toward video games than females. Finally, the results suggested that there are three underlying factors (competition, discover, and knowledge) that attract students to play video games.

Keywords: Education, video game, middle school.

References

  • Al-Hadlaq, A. A. (2011). The advantages and disadvantages of playing electronic games and motives of the playing from the viewpoints of public education students in Riyadh city. King Saud University.
  • Alharbi, O. M. (2010). The effectiveness of the instructional electronic games on academic achievement in Math course (Unpublished doctoral dissertation). Umm AlQura University, Makkah, Saudi Arabia.
  • Aliefendic, J. (2013). The correlation between the time spent playing educational video games and students' performance on standardized mathematics tests by fifth-grade students (Doctoral dissertation). Retrieved from ProQuest. (3595266)
  • Aljuhani, A. S. (2011). The effectiveness of the instructional electronic games on academic achievement in English course for the students of Intermediate level (Unpublished master thesis). King Abdulaziz University, Jeddah, Saudi Arabia.
  • Alrasheedi, H. (2009). Information and Communication Technology (ICT): Effects of Gender and Training among Kuwait Teachers (Doctoral dissertation). Retrieved from ProQuest.
  • Ashton, D. (2011). Play stations and workstations: Identifying and negotiating digital games work. Information Technology & People, 24(1), 10-25.
  • Christopher, T. V. (2011). Using game theory techniques and concepts to develop proprietary models for use in intelligent games (Doctoral dissertation). Retrieved from ProQuest. (AAI3450446)
  • Clark, A. C., & Ernst, J. V. (2009). Gaming in technology education. The Technology Teacher, 68(5), 21-26.
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Upper Saddle River, NJ: Pearson Education.
  • Entertainment Software Association (ESA). (2015). Overview. Retrieved from http://www.theesa.com accessed on February 25, 2015.
  • Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
  • Video Game. (n.d.). In Oxford English dictionary (OED). Retrieved from: http://www.oed.com/view/Entry/223262?redirectedFrom=video+game#eid15555246
  • Georgia Department of Education (2006). Georgia Performance Standards Mathematics I. Retrieved from: https://www.georgiastandards.org/Standards/Pages/BrowseStandards/MathStandards9-12.aspx
  • Hsu, T. Y., & Chiou, G. F. (2011). Preservice science teachers’ prior game play experience and their perceptions of digital game-supported learning. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011. Chesapeake, VA: AACE. 3331-3339.
  • Lee, I., & Kwon, H. J. (2005). Relations among flow, information processing strategies, and performance in a computer-based simulation game. In P. Kommers & G. Richards (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications. Chesapeake, VA: AACE. 986-992.
  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369.
  • Miller, C. T. (2008). Games: Purpose and potential in education. New York: Springer.
  • Ministry of Education in Saudi Arabia. (March 13, 2014). Statistical Reports. Retrieved from http://www.makkahedu.gov.sa/ehsaa/
  • Ortega, M. (2012). Technology in the educational setting past present and future. Proceedings of Society for Information Technology & Teacher Education International Conference 2012 (pp. 4281-4284). Chesapeake, VA: AACE.
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. In M. Prensky (Ed.), Digital game-based learning (pp. 16-47). New York, NY: McGraw-Hill.
  • Quaiser-Pohl, C., Geiser, C., & Lehmann, W. (2006). The relationship between computer-game preference, gender, and mental-rotation ability. Personality and Individual Differences, 40(3), 609-619.
  • Qudair, M. (2011). The Impact Of Electronic Games On Children Behavior (Unpublished master thesis). Algeria University, Algeria.
  • Sadiq, I. (2010). Effects of online games on student performance in undergraduate physics. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2010. Chesapeake, VA: AACE. 3685-3691
  • Sharori, M. (2008). Electronic games in global age pros & cons. Amman, Jordan: Almassira.
Year 2016, , 167 - 175, 22.04.2016
https://doi.org/10.18768/ijaedu.83563

Abstract

References

  • Al-Hadlaq, A. A. (2011). The advantages and disadvantages of playing electronic games and motives of the playing from the viewpoints of public education students in Riyadh city. King Saud University.
  • Alharbi, O. M. (2010). The effectiveness of the instructional electronic games on academic achievement in Math course (Unpublished doctoral dissertation). Umm AlQura University, Makkah, Saudi Arabia.
  • Aliefendic, J. (2013). The correlation between the time spent playing educational video games and students' performance on standardized mathematics tests by fifth-grade students (Doctoral dissertation). Retrieved from ProQuest. (3595266)
  • Aljuhani, A. S. (2011). The effectiveness of the instructional electronic games on academic achievement in English course for the students of Intermediate level (Unpublished master thesis). King Abdulaziz University, Jeddah, Saudi Arabia.
  • Alrasheedi, H. (2009). Information and Communication Technology (ICT): Effects of Gender and Training among Kuwait Teachers (Doctoral dissertation). Retrieved from ProQuest.
  • Ashton, D. (2011). Play stations and workstations: Identifying and negotiating digital games work. Information Technology & People, 24(1), 10-25.
  • Christopher, T. V. (2011). Using game theory techniques and concepts to develop proprietary models for use in intelligent games (Doctoral dissertation). Retrieved from ProQuest. (AAI3450446)
  • Clark, A. C., & Ernst, J. V. (2009). Gaming in technology education. The Technology Teacher, 68(5), 21-26.
  • Creswell, J. W. (2012). Educational research: Planning, conducting, and evaluating quantitative and qualitative research (4th ed.). Upper Saddle River, NJ: Pearson Education.
  • Entertainment Software Association (ESA). (2015). Overview. Retrieved from http://www.theesa.com accessed on February 25, 2015.
  • Funk, J. B. (1993). Reevaluating the impact of video games. Clinical Pediatrics, 32(2), 86-90.
  • Video Game. (n.d.). In Oxford English dictionary (OED). Retrieved from: http://www.oed.com/view/Entry/223262?redirectedFrom=video+game#eid15555246
  • Georgia Department of Education (2006). Georgia Performance Standards Mathematics I. Retrieved from: https://www.georgiastandards.org/Standards/Pages/BrowseStandards/MathStandards9-12.aspx
  • Hsu, T. Y., & Chiou, G. F. (2011). Preservice science teachers’ prior game play experience and their perceptions of digital game-supported learning. In T. Bastiaens & M. Ebner (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2011. Chesapeake, VA: AACE. 3331-3339.
  • Lee, I., & Kwon, H. J. (2005). Relations among flow, information processing strategies, and performance in a computer-based simulation game. In P. Kommers & G. Richards (Eds.), Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications. Chesapeake, VA: AACE. 986-992.
  • Malone, T. W. (1981). Toward a theory of intrinsically motivating instruction. Cognitive Science, 5(4), 333–369.
  • Miller, C. T. (2008). Games: Purpose and potential in education. New York: Springer.
  • Ministry of Education in Saudi Arabia. (March 13, 2014). Statistical Reports. Retrieved from http://www.makkahedu.gov.sa/ehsaa/
  • Ortega, M. (2012). Technology in the educational setting past present and future. Proceedings of Society for Information Technology & Teacher Education International Conference 2012 (pp. 4281-4284). Chesapeake, VA: AACE.
  • Prensky, M. (2001). Fun, play and games: What makes games engaging. In M. Prensky (Ed.), Digital game-based learning (pp. 16-47). New York, NY: McGraw-Hill.
  • Quaiser-Pohl, C., Geiser, C., & Lehmann, W. (2006). The relationship between computer-game preference, gender, and mental-rotation ability. Personality and Individual Differences, 40(3), 609-619.
  • Qudair, M. (2011). The Impact Of Electronic Games On Children Behavior (Unpublished master thesis). Algeria University, Algeria.
  • Sadiq, I. (2010). Effects of online games on student performance in undergraduate physics. In Proceedings of World Conference on Educational Multimedia, Hypermedia and Telecommunications 2010. Chesapeake, VA: AACE. 3685-3691
  • Sharori, M. (2008). Electronic games in global age pros & cons. Amman, Jordan: Almassira.
There are 24 citations in total.

Details

Journal Section Articles
Authors

Mohammed Alqurashi

Yousef Almoslamani

Abdullah Alqahtani

Publication Date April 22, 2016
Submission Date April 20, 2016
Published in Issue Year 2016

Cite

EndNote Alqurashi M, Almoslamani Y, Alqahtani A (April 1, 2016) MIDDLE SCHOOL STUDENTS’ DIGITAL GAME EXPERIENCES IN THE CITY OF MAKKAH IN SAUDI ARABIA. IJAEDU- International E-Journal of Advances in Education 2 4 167–175.

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