أثر ألعاب التواصل الاجتماعي على قيم المراهقين /

This research aims to investigate the nature of the relationship between social communication games (PUBG) and (Fortnite) and the Cognitive values that are aggressive and motivating to learn and distract attention among the Mozambit teenage students in the high schools of Ghardaia in the state of Al...

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Bibliographic Details
Main Author: صالح، صالح عبد العزيز
Format: Thesis Book
Language:Arabic
Published: Kuala Lumpur : Kulliyyah of Education, International Islamic University Malaysia, 2022
Subjects:
Online Access:http://studentrepo.iium.edu.my/handle/123456789/11401
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040 |a UIAM  |b eng  |e rda 
041 |a ara 
043 |a a-my--- 
100 1 |a صالح، صالح عبد العزيز  |9 36630 
242 1 0 |a Athar al-ab al-tawasul al-ijtima'i 'ala qayyim al-murahiqin 
245 1 0 |a أثر ألعاب التواصل الاجتماعي على قيم المراهقين /  |c إعداد، الشيخصالح عبد العزيز بن صالح 
264 1 |a Kuala Lumpur :   |b Kulliyyah of Education, International Islamic University Malaysia,   |c 2022 
300 |a [xxiii], 179 leaves :  |b illustrations ;  |c 30cm. 
336 |a text  |2 rdacontent 
337 |a unmediated  |2 rdamedia 
337 |a computer  |2 rdamedia 
338 |a volume  |2 rdacarrier 
338 |a online resource  |2 rdacarrier 
347 |a text file  |b PDF  |2 rdaft 
500 |a Abstracts in English and Arabic. 
500 |a "رسالة مقدمة لنيل درجة الدكتوراه في (علم النفس التربوي)."--On title page. 
502 |a Thesis (Ph.D)--International Islamic University Malaysia, 2022. 
504 |a Includes bibliographical references (leaves 129-141).  
520 |a This research aims to investigate the nature of the relationship between social communication games (PUBG) and (Fortnite) and the Cognitive values that are aggressive and motivating to learn and distract attention among the Mozambit teenage students in the high schools of Ghardaia in the state of Algeria, and to achieve the goals of the study, the researcher used mixed methods the qualitative and quantitative approaches, he prepared an interview and three measures: aggressive and Motivational behavior for learning and distraction. A sample of (430) students was distributed during the second semester of (2019/2020). The study revealed the following results: Both the (PUBG) and (Fortnite) electronic games reflect the following Cognitive values: (44%) of the students possess an average level of aggression. (83%) of students have an average motivation to learn. (48%) of students have an average distraction. There are also differences in aggressive behaviour statistically significant among students and in favor of the age group for (19) years. The study recommended that students should be cared for as the nation’s hope and future, by preparing integrated programs to invest in their free time, in a way that secures them against cyber violence. In addition, encourage developers to develop electronic games in line with Islamic culture . 
655 7 0 |a Theses, IIUM local  |9 64 
690 |a Dissertations, Academic  |x Kulliyyah of Education  |z IIUM 
700 1 |a Abdelaziz, Chikh Salah,   |e author 
700 0 |a Mastura Badzis  |e degree supervisor  |9 7616 
700 0 |a Nik Suryani Nik Abdul Rahman  |e degree supervisor  |9 9961 
710 2 |a International Islamic University Malaysia.  |b Kulliyyah of Education  |9 489 
856 4 |u http://studentrepo.iium.edu.my/handle/123456789/11401 
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952 |0 0  |1 0  |2 lcc  |4 0  |7 5  |8 IIUMTHESIS  |9 1012742  |a IIUM  |b IIUM  |c THESIS  |d 2023-03-21  |e MGIFT(A)  |p 11100456859  |r 2023-03-21  |w 2023-03-21  |y THESIS