magistrsko delo
Nastja Strnad (Author), Bojan Musil (Mentor)

Abstract

V zadnjih desetletjih se je s pojavom in porastom uporabe hišnih računalnikov kultura igranja videoiger 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 pričujočem magistrskem delu 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

magistrska dela;računalniške igre;vizualizacija;prostorska orientacija;mentalna rotacija;ustvarjalnost;večopravilnost;

Data

Language: Slovenian
Year of publishing:
Typology: 2.09 - Master's Thesis
Organization: UM FF - Faculty of Arts
Publisher: [N. Strnad]
UDC: 159.955:004.5:794(043.2)
COBISS: 24039176 Link will open in a new window
Views: 881
Downloads: 193
Average score: 0 (0 votes)
Metadata: JSON JSON-RDF JSON-LD TURTLE N-TRIPLES XML RDFA MICRODATA DC-XML DC-RDF RDF

Other data

Secondary language: English
Secondary title: ǂThe ǂconnection between playing computer games and cognitive abilities
Secondary 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.
Secondary keywords: master theses;computer games;spatial visualization;spatial orientation;mental rotation;creativity;multitasking;
URN: URN:SI:UM:
Type (COBISS): Master's thesis/paper
Thesis comment: Univ. v Mariboru, Filozofska fak., Oddelek za psihologijo
Pages: II, 53 f.
ID: 10951651
Recommended works:
, diplomsko delo univerzitetnega študijskega programa Varstvoslovje
, diplomsko delo visokošolskega strokovnega študijskega programa