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Abstract

Fatima Eed Al-Raggad

This study aimed at identifying the impact of using electronic games on the prevalence of bullying phenomenon among school students. The study population consisted of secondary school students in Jordan. The study sample included (380) students. The descriptive-analytical approach was adopted by the researcher as the study method, which was based on a questionnaire to identify the impact of electronic games on bullying behaviors of school students as the study tool. The study concluded that the first axis (the reality of electronic games usage) came with a (high) response rate, an arithmetic mean of (3.57), and a standard deviation of (.331) and the second axis (bullying behavior) reached an arithmetic mean of (3.54), a standard deviation of (.335), and a (high) response degree. There was a positive correlation statistically significant relationship at the level of significance (0.01) between the first axis (the reality of the use of electronic games usage) and the axis of bullying phenomenon in all dimensions regarding the third sub-hypnosis. In addition, there were no statistically significant differences at the level of significance (0.05) in the responses of sample members about the reality of electronic games usage due to the variables of the study. The study recommended that there is a need to educate parents to know the pros and cons of electronic games and educate teachers and parents about the dangers of bullying behaviors for students and victims alike.

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