ARTICLE
The prediction of the student’s tendencyto computer games based on the brain- behavioral functions, cognitive flexibility and sensation seeking
 
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1
Assistant Professor, Department of Counseling, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil , Iran.
 
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2. Master of Family Counseling, Kharazmi University, Tehran, Iran.
 
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3. Assistant Professor, Department of Educational Sciences, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil , Iran.
 
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4. Ph.D. Students in Counseling, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil , Iran.
 
 
Submission date: 2018-11-05
 
 
Final revision date: 2019-04-30
 
 
Acceptance date: 2019-05-12
 
 
Online publication date: 2020-03-21
 
 
Publication date: 2020-03-21
 
 
Corresponding author
Esmaeil Sadri Damirchi   

Assistant Professor, Department of Counseling, Faculty of Educational Sciences and Psychology, University of Mohaghegh Ardabili, Ardabil , Iran.
 
 
Arch Psych Psych 2020;22(1):70-76
 
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ABSTRACT
Aim of the study:
Research about the student's Tendency to Computer Games has increased over the last decade, but little investigation has examined the relationship between Tendency to Computer Games, Brain-Behavioral Functions, Cognitive Flexibility, and Sensation Seeking. The present study was designed to predict the student's Tendency to Computer Games based on the Brain-Behavioral Functions, Cognitive Flexibility and Sensation Seeking.

Subject or material and methods:
Through Cluster sampling, 200 subjects were chosen for this Descriptive and correlational study. Brain-Behavioral Functions questionnaires, Cognitive Flexibility, Sensation Seeking and Tendency to Computer Games were applied to collect data. Descriptive statistics, Pearson correlation test, and multiple linear regression were used to analyze data.

Results:
The findings revealed that there are significant associations between Brain-Behavioral Functions, Cognitive Flexibility, and Sensation Seeking variables on the Tendency to Computer Games. Meanwhile, Brain-Behavioral Functions, Cognitive Flexibility and Sensation Seeking predicted Tendency to Computer Games.

Discussion:
The results emphasized the effect of Brain-Behavioral Functions, Cognitive Flexibility, and Sensation Seeking on the Tendency to Computer Games.

Conclusions:
The findings of this research can be applied for planning activities such as increasing students’ awareness of the consequences and influences causing the inclination to computer games and their appropriate application.

eISSN:2083-828X
ISSN:1509-2046
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