magistrsko delo
Abstract
Danes so računalniki, pametni telefoni in tablični računalniki nepogrešljiv del vsakdana. Dostop do njih ima že skoraj vsak, tudi otroci in mladostniki. Ti jih uporabljajo predvsem za gledanje videoposnetkov, komunikacijo, slikanje s fotoaparatom in za igranje igric. V magistrskem delu sem se osredinila na slednje. Čedalje bolj so v ospredju igrice z nasilno vsebino, igrice, kjer ima igralec pogled skozi oči svojega igralnega lika (prvoosebne igrice), ter igrice, ki so realistične in vsebujejo čim več detajlov. S spreminjanjem družbe in poudarkom na vrednoti nenasilja pa se vedno bolj kaže problematika medvrstniškega nasilja, s katero se srečujemo v šoli. To je ustanova, kjer bi se vsi zaposleni in učenci morali počutiti sproščeno in varno, žal pa to pogosto ni tako. V teoretičnem delu magistrskega dela sem opredelila nasilje, nasilje v šoli in medvrstniško nasilje. Nato sem se osredotočila na to, katere žanre igric poznamo, kako opredelimo nasilje v njih, ter predstavila trenutno popularne igrice in opredelila stopnjo nasilja v njih. V nadaljevanju sem pregledala obstoječe raziskave o vplivu nasilnih igric na nasilno vedenje. V empiričnem delu sem izvedla anketo pri učencih, starih od 11 do 14 let. Zanimalo me je, ali igrice izbirajo glede na spol, katere igrice igrajo in ali menijo, da vsebina vpliva na njihovo vedenje do vrstnikov in do učiteljev. Moj cilj je bil, da ugotovim, kakšno je njihovo mnenje o povezavi med igranjem igric in medvrstniškim nasiljem.
Keywords
nasilje v šoli;nasilne igrice;vpliv nasilnih igric;otroci;učenci;
Data
Language: |
Slovenian |
Year of publishing: |
2021 |
Typology: |
2.09 - Master's Thesis |
Organization: |
UL PEF - Faculty of Education |
Publisher: |
[A. Krašna] |
UDC: |
373.3:795-057.874(043.2) |
COBISS: |
60050691
|
Views: |
261 |
Downloads: |
24 |
Average score: |
0 (0 votes) |
Metadata: |
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Other data
Secondary language: |
English |
Secondary title: |
Students' opinions on playing violent video games and peer violence |
Secondary abstract: |
Computers, smartphones and tablets are an indispensable part of everyday life nowadays. Almost everyone has access to them, including children and adolescents. They use these devices mainly for watching videos, communicating, taking pictures and playing video games. This thesis will focus on the latter, foremost among which are video games with violent content, first-person video games (in which the player looks through the eyes of their in-game character) and highly realistic games that contain as much detail as possible. As society progresses in the direction of non-violence, the problem of peer violence encountered in schools is becoming more and more apparent. School is supposed to be an institution in which all employees and students feel safe and at ease, but unfortunately this is often not the case. The theoretical part of this thesis defines violence, school violence and peer violence. Afterwards it focuses on existing video game genres and how violence in them is defined. Several games that are currently popular are introduced and their level of violence is presented. In addition, existing research on the impact of violent video games on teen behavior is reviewed. The empirical part consists of a survey of students aged 11 to 14, which explores the games played by either gender. The respondents have also been asked to determine whether the content of the games they play influences their behavior towards their peers and teachers. The goal was to ascertain their opinion on the connection between playing video games and peer violence. |
Secondary keywords: |
primary school;computer game;violence;osnovna šola;računalniška igra;nasilje; |
File type: |
application/pdf |
Type (COBISS): |
Master's thesis/paper |
Thesis comment: |
Univ. v Ljubljani, Pedagoška fak., Predmetno poučevanje matematike in računalništva |
Pages: |
51 str. |
ID: |
12797479 |