تاثیر بازی‌های ویدیویی فعال(kinect‐xbox) بر کنترل بازداری و حافظه فعال دیداری/فضایی ‏کودکان دچار نقض توجه بیش فعال

نوع مقاله : مقاله پژوهشی

نویسندگان

1 کارشناس ارشد،گروه رفتار حرکتی، دانشکده علوم ورزشی، دانشگاه ارومیه، ارومیه، ایران.

2 استادیار،گروه رفتارحرکتی ،دانشکده علوم ورزشی ،دانشگاه ارومیه،ارومیه،ایران.

چکیده

پژوهش حاضر با هدف ‏بررسی اثر بازی‌های ویدوئی فعال(‏kinect‐xbox‏) بر کنترل بازداری و حافظه فعال دیدای/فضایی ‏کودکان دچار نقض توجه بیش ‏فعال انجام شد. روش پژوهش نیمه آزمایشی و با طرح پیش‌آزمون و پس‌آزمون با گروه کنترل انجام شد. جامعه آماری شامل تمامی کودکان 8 تا 12سال دچار نقض توجه بیش فعال شهرستان ارومیه در سال 1401 بود که به صورت تصادفی هدفمند 24 نفر از آنها انتخاب و در دو ‏گروه 12 نفری آزمایش (میانگین سنی: ‏20/1±14/10‏) و کنترل (میانگین سنی: ‏22/1‏±50/9‏) قرار گرفتند. شرکت کنندگان آزمون برو ـ نرو جهت سنجش کنترل بازداری و تکلیف بلوک‌های کرسی برای سنجش حافظه فعال دیدای/فضایی ‏در پیش‌آزمون و پس‌آزمون به طور مشابه انجام دادند. گروه آزمایش طی 4 هفته، هفته‌ای دو جلسه و هر جلسه 60 دقیقه به اجرای ‏بازیهای ویدوئی فعال پرداختند. داده‌ها از طریق آزمون تحلیل کوواریانس یکراهه تحلیل شد. نتایج نشان داد که با کنترل نمرة پیش‌آزمون، بین نمرات آزمون خطای ارائه، خطای حذف، زمان واکنش حافظه فعال دیدای/فضایی دو گروه تجربی ‏و کنترل در پس آزمون تفاوت معنادار وجود دارد (001/0‏p=‎‏). به نظر می‌رسد بازی‌های ویدیویی فعال پتانسیل لازم را برای ارتقای کارکردهای اجرایی (کنترل بازداری و حافظه فعال دیدای/فضایی‏‏) دارند، زیرا شامل پردازش انواع مختلف اطلاعات و تطبیق استراتژی‌ها به صورت پویا و در زمان واقعی است

کلیدواژه‌ها

موضوعات


عنوان مقاله [English]

The Effect of Active Video Games‏) Kinect‐Xbox (on Inhibitory Control and Visual/Spatial working Memory Children with Attention Deficit Hyperactivity Disorder

نویسندگان [English]

  • Mir Javad MojaradAzar 1
  • Jalal Dehghanizade 2
1 MA, Department of Movement Behavior, Faculty of Sports Sciences, Urmia University, Urmia, Iran.
2 Assistant Professor, Movement Behavior Department, Faculty of Sports Sciences, Urmia University, Urmia, Iran.
چکیده [English]

The purpose of the present study was to investigate the effect of Active video games‏) ‏Kinect‐Xbox‏(‏‎ on inhibitory control and visual/spatial ‎active memory children with attention deficit hyperactivity disorder.the research method was quasi-experimental with pre-test and post-test design with a control group. The statistical population included all children aged 8 to 12 Children with attention deficit hyperactivity disorder (ADHD) in Urmia city, 24 of them were randomly selected and tested in two groups of 12 (average age: 10.14±1.20) and control (mean age: 9.50 ± 1.22). The participants performed the Go/no GO test to measure inhibitory control and the Corsi block ‎Test( CBT) to measure visual-spatial working memory in the pre-test and post-test similarly.‎ the experimental group played Active video games‏) ‏Kinect‐Xbox)‏ ‏ for 4 weeks, two sessions a week and each session lasted 60 minutes. The data was analyzed through one-way analysis of covariance in Spss software Version 25. The results showed that by controlling the pre-test score, there is a significant difference between the presentation error, omission error, visual/spatial active memory reaction time of the two experimental and control groups in the post-test (p=0.001). Active video games seem to have the potential to improve executive functions (inhibitory control and visual/spatial working memory), because it involves processing different types of information and adapting strategies dynamically and in real time

کلیدواژه‌ها [English]

  • Active Video Games&rlm
  • ) &rlm
  • Kinect- Xbox)
  • Inhibitory Control
  • Visual
  • Spatial &lrm
  • working Memory
  • Attention Deficit Hyperactivity Disorder
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