Fatemeh Baradaran; Shila Safavi Homami; Salar Faramarzi
Abstract
The mathematical learning disorder is one of the most common learning disorders in schools that occurs due to inadequate concentration and poor memory or lack of coordination of motor proficiency in students. Mathematical learning disorder may be due to difficulty concentrating, memory problems or a ...
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The mathematical learning disorder is one of the most common learning disorders in schools that occurs due to inadequate concentration and poor memory or lack of coordination of motor proficiency in students. Mathematical learning disorder may be due to difficulty concentrating, memory problems or a lack of complete coordination of body movements. In this study, the effect of motor games in comparison to computer games on the executive, academic functions, and motor proficiency in students with mathematical learning disorder was investigated. In this study, 20 female students with math learning disabilities ranging in age from 8 to 9 years were divided into two balanced groups (n = 10) based on K Matt's mathematical score. Subjects in the first experimental group performed motor games for 8 weeks, 3 sessions of 45 minutes per week, and the second experimental group performed computer games during the same period. Mathematical tests of Key math (To diagnose and evaluate academic performance), Bruininksoseretsky, Stroop, and N-back in the pre-test and post-test stages were used to collect data. The results of this study have clearly shown that computer games compared to movement games had a greater effect on the executive functions and academic performance of students with a mathematical learning disorder. In contrast, it has been observed that the motor games were more effective on the motor proficiency of these students.
Ahmad Nikravan; Valiollah Kashani; Elahe Mostafaifar
Abstract
This study aimed at investigating the effect of sleep deprivation and retroactive interference on offline learning in tennis simulated game. Based on the questionnaires related to the variables under study, 50 female students of Semnan University (age range 19-25 years) were selected as the sample ...
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This study aimed at investigating the effect of sleep deprivation and retroactive interference on offline learning in tennis simulated game. Based on the questionnaires related to the variables under study, 50 female students of Semnan University (age range 19-25 years) were selected as the sample and divided into 5 groups: perfect sleep, sleep deprivation, perfect sleep and retroactive interference, sleep deprivation and retroactive intervention and training with rest interval less than 1 hour. A tennis simulated game (with rules and scoring similar to a real game) was performed to measure offline learning. One-way ANOVA and ANOVA with repeated measures were used for inferential statistics at a significance level (P≤0.05). The results showed that the differences in offline learning (Sig=0.001) and retention scores (Sig=0.001) were significant among the research groups. In those groups with sufficient rest intervals between each two sessions and full rest, the level of their performance was higher in the next day than the previous day. Opposite effects were observed with sleep deprivation and retroactive interference. Therefore, those who are learning a skill should pay attention to their daily activities and sleep patterns to prevent a disruption to skill learning and to take advantage of their practices.
Masoud delbari; Hasan Mohamadzade; Mahmud Delbari
Volume 1, Issue 1 , July 2009, , Pages 135-145
Abstract
The aim of this study was to investigate the effect of computer games on intelligence quotient (IQ), reaction time (RT), and movement time (MT) of adolescents. The statistical population of this study consisted of male high school students (aged between 14 and 18), Restrict 1 in Tabriz city. Two samples ...
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The aim of this study was to investigate the effect of computer games on intelligence quotient (IQ), reaction time (RT), and movement time (MT) of adolescents. The statistical population of this study consisted of male high school students (aged between 14 and 18), Restrict 1 in Tabriz city. Two samples (n1=n2=25) were selected purposefully and were divided into two equivalent groups (experimental and control). The experimental criterion was to play computer games a minimum of three days a week for the past six months. The control group played little or preferably no computer games in the past six months. To determine their IQ, Cattle’s intelligence test (Scale 3) and normative tables were used. RT and MT of subjects were measured by appraiser system of RT and MT. Results showed that computer games had a significant effect on IQ (P=0.031), simple reaction time (P=0.017), simple movement time (P=0.019), diagnostic time (P=0.04) and diagnostic movement time (P=0.036). Also findings established that the computer game experience improves IQ, reaction times and movement times.