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Title:Povezanost igranja računalniških iger in kognitivnih sposobnosti
Authors:ID Strnad, Nastja (Author)
ID Musil, Bojan (Mentor) More about this mentor... New window
Files:.pdf MAG_Strnad_Nastja_2018.pdf (812,22 KB)
MD5: 1E1F757675128C4189FF73A073F871A8
PID: 20.500.12556/dkum/39ec2303-8fbd-452c-a0f0-dd31b1c0b52c
 
Language:Slovenian
Work type:Master's thesis/paper
Typology:2.09 - Master's Thesis
Organization:FF - Faculty of Arts
Abstract:V zadnjih desetletjih se je s pojavom in porastom uporabe hišnih računalnikov kultura igranja video iger z igralnih konzol preselila še na računalnike in danes po vsem svetu že močno presega milijonske številke. V zadnjem desetletju narašča število raziskav, ki osvetljujejo pozitivni pol računalniških iger, tudi tistih, ki veljajo za manj zaželene, npr. nasilne igre, in ugotavljajo povezanost z učenjem, prostorskimi, vizualnimi in kognitivnimi sposobnostmi. Računalniška igra je tip igrane aktivnosti, ki se dogaja v kontekstu navidezne resničnosti, znotraj katere morajo udeleženci z delovanjem v skladu s pravili doseči vsaj en arbitraren, netrivialen cilj, vse pa mediira osebni računalnik. V pričujoči magistrski nalogi smo na vzorcu 95 udeležencev s Preizkusom ustvarjalnega mišljenja TCT-DP, slovenskim prevodom testa prostorskih sposobnosti in testom večopravilnosti preučevali, kako se v kognitivnih sposobnostih (prostorskih sposobnostih, ustvarjalnosti in večopravilnosti) razlikujejo ne-igralci in igralci (različnih tipov) računalniških iger ter ali igranje računalniških iger mediira razliko med spoloma v mentalni rotaciji. Pokazalo se je, da so največje razlike vidne predvsem pri prostorski vizualizaciji, sledita ji mentalna rotacija in prostorska orientacija, medtem ko se v večopravilnosti in ustvarjalnosti ne razlikujejo pomembno, tudi med spoloma v mentalni rotaciji ni prišlo do statistično pomembnih razlik. Sklepamo, da predpostavka, da so prav vse igre, ne glede na tip, v splošnem povezane s prostorskimi sposobnostmi, ne drži, saj so z vsemi prostorskimi sposobnostmi povezane le igre vlog in uganke, ostale pa le z določenimi. Na podlagi dosedanjih rezultatov sklepamo, da so verjetno drugi vidiki igre (kot je npr. vpletenost, sodelovanje, realističnost, dizajn igre) tisti, ki spodbujajo razvoj kognitivnih sposobnosti. Zaključimo lahko, da so igre kompleksno okolje, povezano z nekaterimi kognitivnimi sposobnostmi, in kot take možna priložnost za razvoj.
Keywords:računalniške igre, vizualizacija, prostorska orientacija, mentalna rotacija, ustvarjalnost, večopravilnost
Place of publishing:Maribor
Publisher:[N. Strnad]
Year of publishing:2018
PID:20.500.12556/DKUM-71482 New window
UDC:159.955:004.5:794(043.2)
COBISS.SI-ID:24039176 New window
NUK URN:URN:SI:UM:DK:OTXTYX1D
Publication date in DKUM:27.09.2018
Views:1587
Downloads:284
Metadata:XML DC-XML DC-RDF
Categories:FF
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Licences

License:CC BY-NC-ND 4.0, Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International
Link:http://creativecommons.org/licenses/by-nc-nd/4.0/
Description:The most restrictive Creative Commons license. This only allows people to download and share the work for no commercial gain and for no other purposes.
Licensing start date:17.08.2018

Secondary language

Language:English
Title:The connection between playing computer games and cognitive abilities
Abstract:Over the past few decades, computer games have become a very popular form of entertainment across many different platforms, yet only lately researchers have begun to examine their role in learning, spatial, visual and cognitive abilities and their ability to improve, teach and train. Computer game is a type of play activity, mediated by a computer, conducted in the context of a virtual reality, in which the participants try to achieve at least one arbitrary, nontrivial goal by acting in accordance with rules. The purpose of this study is to examine how computer games players differ from non-players in various cognitive abilities (spatial visualization, spatial orientation, mental rotation, creativity, multitasking) and to examine the role of playing computer games in mediating gender differences in mental rotation. A total of 95 participants were tested with Test for Creative Thinking Drawing Production (TCT-DP), Slovenian translation of Spatial Reasoning Instrument and Multitasking test. Results show significant differences between players (of some computer games, yet not all) and non-players in spatial visualization, following mental rotation and spatial orientation. No differences were found in creativity, multitasking and between genders in any spatial ability. We can therefore conclude that not all games are significantly correlated with cognitive abilities and suspect other possible aspects of games (e. g. collaborative play, game design etc.) to be main facilitators of improvement of cognitive abilities. Computer games seem to be a complex environment and with further examination of its elements a possible opportunity for learning and improvement.
Keywords:computer games, spatial visualization, spatial orientation, mental rotation, creativity, multitasking


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