Investigating the effect of intellectual computer games on creative thinking skills and increasing concentration in children of divorce

Published: Aug 8, 2022

Abstract:

Purpose: The main purpose of this study is to investigate the effect of intellectual computer games on creative thinking skills and increase concentration in children of divorce.

Research methodology: The statistical population of the study includes all single parent children 7 to 10 years old in Zahedan in the academic year 2021-2022. To select the research sample, first 40 people were available as a sample through cluster random sampling. Data collection tools in this study included a questionnaire.

Results: Findings showed that intellectual computer games affect increasing creative concentration and thinking in children of divorce. Based on the findings, it can be stated that computer games are a mental and cognitive activity that leads children to reach high levels of thinking and increase their concentration and creative thinking.

Limitations: One of the most important limitations of the present study is that due to the timing of the conference, researchers did not have enough time to conduct follow-up tests to sustain the impact of brain teasers.

Contribution: Another use of mind games is in teaching and learning, especially for single parents and divorced children who have less concentration. Therefore, due to the high desire and tendency of children to computer games.

Keywords:
1. Intellectual Computer Games
2. Creative Thinking Skills
3. Increase Concentration
4. Children of Divorce
Authors:
1 . Sophia Khaneghahi
2 . Afsaneh Pudineh
3 . Mohammad Aref Mahmoud Zehi
How to Cite
Khaneghahi, S., Pudineh, A., & Zehi, M. A. M. (2022). Investigating the effect of intellectual computer games on creative thinking skills and increasing concentration in children of divorce. Journal of Social, Humanity, and Education, 2(4), 283–293. https://doi.org/10.35912/jshe.v2i4.946

Downloads

Download data is not yet available.
Issue & Section
References

    Abadli, R., & Otmani, A. (2014). Clusters and outsourcing innovation activity. International Journal of Business and Globalisation, 12(2), 237-247.

    Azad, P, Rezaei, F,.(2016). Divorce and its effect on students, Quarterly Journal of Psychological Studies and Educational Sciences, (2) 2, 1-10.

    Brumback, R. A. (2000). Weinberg’s syndrome: A disorder of attention and behavior problems needing further research. Journal of Child Neurology, 15, 478-480.

    Baer, R.A., Smith, G.T., & Allen, K.B. (2004). Assessment of mindfulness by self-report: The Kentucky inventory of mindfulness skills. Assessment, 11, 191-206.

    Chen, L., Liu, R., Zeng, H., Xu, X., Zhu, R., Sharma, M., & Zhao, Y. (2018). Predicting the Time Spent Playing Computer and Mobile Games among Medical Undergraduate Students Using Interpersonal Relations and Social Cognitive Theory: A Cross-Sectional Survey in Chongqing, China. International journal of environmental research and public health, 15 (8), 1664.

    DeFillippi, R., Grabher, G., & Jones, C. (2007). Introduction to paradoxes of creativity: managerial and organizational challenges in the cultural economy. Journal of Organizational Behavior: The International Journal of Industrial, Occupational and Organizational Psychology and Behavior, 28(5), 511-521.?

    Delbari, M., Mohammadzadeh, H., Delbari, M, (2009), The effect of computer games on IQ, reaction time and movement time of adolescents, Tehran Journal of Motor Development and Learning, (1) 1, 10-1.

    Esmaili M, Ashayerih H, Esteki M. (2017).The Effect of Computer Games on Improving Student’s Critical Thinking. Advances in Cognitive Sciences. 19 (1): 14-24.

    Farrokhi, S, Salemi, P, Moghadam .K, Badli, M,. (2015). Comparison of the effect of strategic computer games and recreational computer games on students' creative thinking. Journal of Family and Research; 12 (3): 117-103

    Friedenberg, J,. Silverman, G. (2006). Cognitive Science. An Introduction to the study of Mind, Sage Publications, California.

    Gholami, T., Karimzadeh, P., (2011), The effect of computer games on creativity and its relationship with students' psychological adjustment, Quarterly Journal of New Thoughts in Educational Sciences, (1) 7, 68-56.

    Green, C., & Bavelier, D,. (2003). "Action video game modifies visual selective attention".Nature. 423 (6939): 534–537. doi:10.1038/nature01647.

    Gunther, Barry (2003). The effect of computer and video games on children. Translated by Seyed Hassanpour Abedi Naeini, Tehran: Growth of growth.

    Hassani, K, Mohammadi, I .(2019). The effect of computer games on the creative thinking of children in preschool centers in Marivan, Third International Conference on Innovation and Research in Educational Sciences, Management and Psychology, Tehran.

    Hemmati, A,.(2008). A comparative study of personal barriers to creativity from the perspective of male and female teachers in District 2 of Urmia. Unpublished master's thesis, Urmia University.

    Hosseini, K,.(2011). Creativity in management. Tehran: Bita Publications.

    Jauk, E., Benedek, M., Dunst, B., & Neubauer, A. C. (2013). The relationship between intelligence and creativity: New support for the threshold hypothesis by means of empirical breakpoint detection. Intelligence, 41 (4), 212-221. doi: http: //dx.doi.org/10.1016/j.intell.2013.03.003

    Khalifa, Q,& Ebrahimi Nobandagani, M. (2011). Investigating the relationship between creativity and academic performance with computer games in female high school students in Ahvaz. Journal of Educational Sciences, Shahid Chamran University of Ahvaz, (1,2) 6, 192-171.

    Kooli, C., Jamrah, A., & Al-Abri, N. (2019). Learning from quality audit in higher education institutions: A tool for community engagement enhancement. FIIB Business Review, 8(3), 218-228.

    Lee, k, s. (2005). The Relationship Between Children ComputerGame Usage And Creativity In Korea. Doctoral Dissertation,Submitted to the Office of Graduate Studies of Texas A&MUniversity.

    Mikulas, W. L. (2002). The Integrative helper: Convergence of eastern and western traditions. Pacific Grove, CA: Brooks / Cole.

    Mirani Sargazi, N,.Shafiei-Sarvestani, M., Pudineh, F, & Besharatnia, M.S.(2019).Investigating the Impact of Educational Computer Games Strategy on Creative Thinking Management in Children Using Interactive Strategies: A Controlled Clinical Trial, Journal of Research in Rehabilitation Sciences, 15(2), 79-85.

    Miri, B., David, B. C., & Uri, Z. (2007). Purposely teaching for the promotion of higherorder thinking skills: A case of critical thinking. Research in Science Education, 37 (4), 353-369. doi: 10.1007 / s11165-006-9029-2

    Panahifard, S. (2010). Computer Games Classification, ESRA, Tehran.

    Parsamanesh, F,. & SobhiGharamaleki, N.(2013). The effect of pretend poetry games on fostering children's creativity. Journal of Innovation and Creativity in the Humanities. (4) 2, 157-141.

    Pickering, S,J. (2006). Working Memory and Education, Academic Press, London.

    Rashidi, A, & Sharifi Alounabadi, M,. (2016).The effect of computer games on creative thinking and perceived social support of the family among high school students in Isfahan, the third international conference on modern research in the humanities .

    Roe, K., &Muijs, D. (1998). Children and computer game: A profile of the heavy user. European Journal of Communication, 13 (2),181-200.

    Sanchez, X., &Torregrosa, M. (2005). The paper of psychological factors in the escalating sport: A qualitative analysis [The influence of psychological factors on sports performance]. Journal of Deportation Psychology, 14, 2, 177-194.

    Schmidt-Atzert, L., Buettner, G., &Buehner, M. (2004). TheoretischeAspekte von Aufmerksamkeits-/Konzentrationsdiagnostik [Theoretical aspects of attention/ concentration diagnostic].In L. Schmidt-Atzert& G. Buettner (Eds.), Diagnostik von Konzentration und Aufmerksamkeit, Tests und Trends (3-22).Goettingen, Germany: Hogrefe.

    Squirck, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.

    Schweizer, K. (2006). Leistung und Leistungsdiagnostik [Performance and performance diagnostic]. Heidelberg, Germany: Springer.

    Taheri, M, Abbasieh, N,.(2019). The effect of parental divorce on the educational decline of family children, the third national conference on strategies to achieve sustainable development in Iranian educational sciences and psychology, Tehran, https://civilica.com/doc/926476

    Tang, S., Hanneghan, M., & El Rhalibi, A. (2009). Introduction to games-based learning. In Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practices (pp. 1-17). IGI Global

    Westhoff, K., & Hagemeister, C. (2005). Konzentrationsdiagnostik [Concentration diagnostic]. Langerich, Germany: Pabst.

    Welch.D. & Mc Dowall.J. (2010). A Comparison of Creative Strategies in Teaching Undergraduate Students in the Visual Arts and Design. In Proceedings of the 2010 Conference (pp. 1-3)

    Yasa, M. (2009). Divorce question; First Edition, Isfahan: Qom Seminary Islamic Propaganda Office, Isfahan Branch,.

    Zofan, S.,& Lotfipour, K,. (2001), Educational Media for the Classroom, Tehran: Office of Planning and Textbook Writing of the Ministry of Education.

    Zaparyniuk, N. E. (2006). The exploration of video games as a tool for problem solving and cognitive skills development (pp. 1-131). University of Alberta.?

  1. Abadli, R., & Otmani, A. (2014). Clusters and outsourcing innovation activity. International Journal of Business and Globalisation, 12(2), 237-247.
  2. Azad, P, Rezaei, F,.(2016). Divorce and its effect on students, Quarterly Journal of Psychological Studies and Educational Sciences, (2) 2, 1-10.
  3. Brumback, R. A. (2000). Weinberg’s syndrome: A disorder of attention and behavior problems needing further research. Journal of Child Neurology, 15, 478-480.
  4. Baer, R.A., Smith, G.T., & Allen, K.B. (2004). Assessment of mindfulness by self-report: The Kentucky inventory of mindfulness skills. Assessment, 11, 191-206.
  5. Chen, L., Liu, R., Zeng, H., Xu, X., Zhu, R., Sharma, M., & Zhao, Y. (2018). Predicting the Time Spent Playing Computer and Mobile Games among Medical Undergraduate Students Using Interpersonal Relations and Social Cognitive Theory: A Cross-Sectional Survey in Chongqing, China. International journal of environmental research and public health, 15 (8), 1664.
  6. DeFillippi, R., Grabher, G., & Jones, C. (2007). Introduction to paradoxes of creativity: managerial and organizational challenges in the cultural economy. Journal of Organizational Behavior: The International Journal of Industrial, Occupational and Organizational Psychology and Behavior, 28(5), 511-521.?
  7. Delbari, M., Mohammadzadeh, H., Delbari, M, (2009), The effect of computer games on IQ, reaction time and movement time of adolescents, Tehran Journal of Motor Development and Learning, (1) 1, 10-1.
  8. Esmaili M, Ashayerih H, Esteki M. (2017).The Effect of Computer Games on Improving Student’s Critical Thinking. Advances in Cognitive Sciences. 19 (1): 14-24.
  9. Farrokhi, S, Salemi, P, Moghadam .K, Badli, M,. (2015). Comparison of the effect of strategic computer games and recreational computer games on students' creative thinking. Journal of Family and Research; 12 (3): 117-103
  10. Friedenberg, J,. Silverman, G. (2006). Cognitive Science. An Introduction to the study of Mind, Sage Publications, California.
  11. Gholami, T., Karimzadeh, P., (2011), The effect of computer games on creativity and its relationship with students' psychological adjustment, Quarterly Journal of New Thoughts in Educational Sciences, (1) 7, 68-56.
  12. Green, C., & Bavelier, D,. (2003). "Action video game modifies visual selective attention".Nature. 423 (6939): 534–537. doi:10.1038/nature01647.
  13. Gunther, Barry (2003). The effect of computer and video games on children. Translated by Seyed Hassanpour Abedi Naeini, Tehran: Growth of growth.
  14. Hassani, K, Mohammadi, I .(2019). The effect of computer games on the creative thinking of children in preschool centers in Marivan, Third International Conference on Innovation and Research in Educational Sciences, Management and Psychology, Tehran.
  15. Hemmati, A,.(2008). A comparative study of personal barriers to creativity from the perspective of male and female teachers in District 2 of Urmia. Unpublished master's thesis, Urmia University.
  16. Hosseini, K,.(2011). Creativity in management. Tehran: Bita Publications.
  17. Jauk, E., Benedek, M., Dunst, B., & Neubauer, A. C. (2013). The relationship between intelligence and creativity: New support for the threshold hypothesis by means of empirical breakpoint detection. Intelligence, 41 (4), 212-221. doi: http: //dx.doi.org/10.1016/j.intell.2013.03.003
  18. Khalifa, Q,& Ebrahimi Nobandagani, M. (2011). Investigating the relationship between creativity and academic performance with computer games in female high school students in Ahvaz. Journal of Educational Sciences, Shahid Chamran University of Ahvaz, (1,2) 6, 192-171.
  19. Kooli, C., Jamrah, A., & Al-Abri, N. (2019). Learning from quality audit in higher education institutions: A tool for community engagement enhancement. FIIB Business Review, 8(3), 218-228.
  20. Lee, k, s. (2005). The Relationship Between Children ComputerGame Usage And Creativity In Korea. Doctoral Dissertation,Submitted to the Office of Graduate Studies of Texas A&MUniversity.
  21. Mikulas, W. L. (2002). The Integrative helper: Convergence of eastern and western traditions. Pacific Grove, CA: Brooks / Cole.
  22. Mirani Sargazi, N,.Shafiei-Sarvestani, M., Pudineh, F, & Besharatnia, M.S.(2019).Investigating the Impact of Educational Computer Games Strategy on Creative Thinking Management in Children Using Interactive Strategies: A Controlled Clinical Trial, Journal of Research in Rehabilitation Sciences, 15(2), 79-85.
  23. Miri, B., David, B. C., & Uri, Z. (2007). Purposely teaching for the promotion of higherorder thinking skills: A case of critical thinking. Research in Science Education, 37 (4), 353-369. doi: 10.1007 / s11165-006-9029-2
  24. Panahifard, S. (2010). Computer Games Classification, ESRA, Tehran.
  25. Parsamanesh, F,. & SobhiGharamaleki, N.(2013). The effect of pretend poetry games on fostering children's creativity. Journal of Innovation and Creativity in the Humanities. (4) 2, 157-141.
  26. Pickering, S,J. (2006). Working Memory and Education, Academic Press, London.
  27. Rashidi, A, & Sharifi Alounabadi, M,. (2016).The effect of computer games on creative thinking and perceived social support of the family among high school students in Isfahan, the third international conference on modern research in the humanities .
  28. Roe, K., &Muijs, D. (1998). Children and computer game: A profile of the heavy user. European Journal of Communication, 13 (2),181-200.
  29. Sanchez, X., &Torregrosa, M. (2005). The paper of psychological factors in the escalating sport: A qualitative analysis [The influence of psychological factors on sports performance]. Journal of Deportation Psychology, 14, 2, 177-194.
  30. Schmidt-Atzert, L., Buettner, G., &Buehner, M. (2004). TheoretischeAspekte von Aufmerksamkeits-/Konzentrationsdiagnostik [Theoretical aspects of attention/ concentration diagnostic].In L. Schmidt-Atzert& G. Buettner (Eds.), Diagnostik von Konzentration und Aufmerksamkeit, Tests und Trends (3-22).Goettingen, Germany: Hogrefe.
  31. Squirck, K. (2006). From content to context: Videogames as designed experience. Educational Researcher, 35(8), 19-29.
  32. Schweizer, K. (2006). Leistung und Leistungsdiagnostik [Performance and performance diagnostic]. Heidelberg, Germany: Springer.
  33. Taheri, M, Abbasieh, N,.(2019). The effect of parental divorce on the educational decline of family children, the third national conference on strategies to achieve sustainable development in Iranian educational sciences and psychology, Tehran, https://civilica.com/doc/926476
  34. Tang, S., Hanneghan, M., & El Rhalibi, A. (2009). Introduction to games-based learning. In Games-based learning advancements for multi-sensory human computer interfaces: Techniques and effective practices (pp. 1-17). IGI Global
  35. Westhoff, K., & Hagemeister, C. (2005). Konzentrationsdiagnostik [Concentration diagnostic]. Langerich, Germany: Pabst.
  36. Welch.D. & Mc Dowall.J. (2010). A Comparison of Creative Strategies in Teaching Undergraduate Students in the Visual Arts and Design. In Proceedings of the 2010 Conference (pp. 1-3)
  37. Yasa, M. (2009). Divorce question; First Edition, Isfahan: Qom Seminary Islamic Propaganda Office, Isfahan Branch,.
  38. Zofan, S.,& Lotfipour, K,. (2001), Educational Media for the Classroom, Tehran: Office of Planning and Textbook Writing of the Ministry of Education.
  39. Zaparyniuk, N. E. (2006). The exploration of video games as a tool for problem solving and cognitive skills development (pp. 1-131). University of Alberta.?