List of schools for people on the autistic spectrum Educational interventions attempt to help children not only to learn academic subjects and gain traditional readiness skills, but also to improve functional communication and spontaneity, enhance social skills such as joint attentiongain cognitive skills such as symbolic play, reduce disruptive behavior, and generalize learned skills by applying them to new situations. Several model programs have been developed, which in practice often overlap and share many features, including:
Abstract Background Today, due to developing communicative technologies, computer games and other audio-visual media as social phenomena, are very attractive and have a great effect on children and adolescents. The increasing popularity of these games among children and adolescents results in the public uncertainties about plausible harmful effects of these games.
This study aimed to investigate the correlation between computer games and behavioral problems on male guidance school students. Methods This was a descriptive-correlative study on randomly chosen male guidance school students.
However, there was no statistically significant correlation between the amount of computer game usage and physical complaints, thinking problems, and attention problems.
Conclusion Computer games lead to anxiety, depression, withdrawal, rule-breaking behavior, aggression, and social problems in adolescents.
Computer games, Social behavior, Adolescents Introduction Behavioral problems are prevalent and debilitating disorders for teachers, families, and the very children and adolescents causing many issues, which are associated with high rates of social problems.
Moreover, Achenbach divided other problems into a separate class. Most children and adolescents sometimes show emotional and behavioral problems, but in many cases, these behaviors are temporary, and do not last and match disorder criteria.
However, due to lack of unit definitions, the estimated prevalence rate of behavioral problems is associated with some difficulties. The highest and lowest frequency is dedicated to depression and thinking problems, respectively.
The proportion of males to females is five to one or more. In general, the tendency of boys toward aggressive and disruptive behaviors is more than the girls.
Nowadays, computer games have an important role as a hobby among children and adolescents. Researchers have found that such games can play a false emotional role and negatively affect the mental health of the players. In the early s, there was an increase in studies concerning this issue due to the increasing growth of games with violent music and graphical motions.
Children and adolescents fill their time with playing these games, and are affected by and learn from them. These impacts might be either positive or negative depending upon the objectives of the designers, genre of game, and the allocated time.
However, most studies have concentrated on negative impacts due to the concerns about the side effects of the computer games. Moreover, they mentioned strengthening of the mind, entertainment, fighting spirit, strengthening the English language, and their educational dimensions as the positive effects of computer games.
Moreover, since behavioral problems can affect all the socio-individual aspects of the life of adolescents and youths, and considering the importance of planning for the promotion of youth mental health it is necessary that we have an understanding of the rate and diversity of issues and factors affecting them.
Methods This was a descriptive- correlative study in which the study population included all the male guidance school students in Kerman, Iran, in The youth behavioral problem form is a self-report scale for adolescents with the minimum education equal to the fifth elementary grade ages to answer during 15 minutes.
This scale encompasses competencies and syndromes. The competencies section is comprised of four parts i. The overall reliability of the test using Cronbach's Alpha obtained 0. The reliability of the entire test using split-half reliability obtained 0.
Results The results showed that students Of the study subjects, 7 students 1. In addition, 37 of them 9.
The number of hours students played computer games per day is illustrated in table 1.Research on Computer and video game addiction 1 Experimental study The effect of Type A personality on physiological arousal while playing computer games D 20 Griffiths, M.D.
Clinical Psychology Forum, 76; Discussion Technological Addictions D 21 Griffiths, M.D. In her written review, she cited other researchers in their related studies regarding the effects of reading on problem solving.
Some of the researchers included Sutton & Krueger (as cited by Montalban), who asserted that “reading, writing, and mathematics are, or should be, inseparable”.
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Arts and Crafts--Full of Memories, Dreams & Informations - Now objects to help for you and e.g. Education - "Never forget the roots of your family". Computer games. computer game research is booming resulting in common terminology. In the following I try to convey a crude map of the field.
Only five years ago it would be possible to survey the entire field of game research without raising much of a sweat.
however.4/4(15). BibMe Free Bibliography & Citation Maker - MLA, APA, Chicago, Harvard.