Sky Journal of Educational Research Sky Journal of Educational Research Vol. 2(3), pp. 015 - 019, March, 2014 Available online http://www.skyjournals.org/SJER ISSN 2354-4406 ©2014 Sky Journals Full Length Research Paper The impact of computer games on creativity and academic achievement of students Vahid Motamedi* and Leila Bakhtiary Department of Educational Technology, Faculty of Psychology and Education Kharazmi, University, Tehran, Iran. Accepted 15 February, 2014 The present study evaluated the impact of computer games on creativity and academic achievement of students. The method of study was a correlation and cause – a comparative method. The population of the study (N = 6175) was male and female public school students in 4th grade in four quarters of the city of Tehran in academic year 2012 - 2013. One hundred and eighty cases using multi-stage cluster sampling were randomly selected. The tool of gathering data was Torrance creativity test with subject-ability in such characteristics such as fluency, flexibility, originality, and expansion. For data analysis, descriptive and inferential statistics were used. On description level parameters of distribution, present, average, median, standard deviation, skew and domain were used. On the inferential level Pearson correlation test and analysis of variance were used. Results showed that computer games reduced the originality dimension and expansion. Students who played computer games on 2 dimension of creativity had lower scores than students who did not. There was also a difference between male and female students in expansion and flexibility. Male students had more flexibility and female more expansion. Flexibility variable had positive relationship with academic achievement, as well. Key words: Computer games, creativity, academic achievement, students. INTRODUCTION The creation of thought, idea and new concepts are still the important base of inventions, discoveries, and development of appropriate ways for solving problems and issues. The civilized societies emphasize constantly the value and importance of intellectual and mental abilities. Achieving potential creativity can be the life and death matter for every society. Hence, an important feature of any human which can play a major role in self and society accomplishment is the strength of creativity. Creativity involves any kind of thoughts process that leads to useful and innovative ways to solve problem (Craft, 2000; Csikzentmihihalyi, 1996; De Bono, 1993; Gordon, 1961; Heppell, 1999; Osborn, 1953; Torrance, 1973). Creativity is a creation or recognition of *Corresponding author. E-mail: [email protected], [email protected]. possibilities that are beneficial to self- or- other problem solving. According to Fisher (2005), creativity is something creative persons use to make creative products. He states that a creative idea or product is usually defined as original and appropriate. He further states that creativity is also a collection of attitudes and abilities that lead a person to produce creative thoughts, ideas, or images. Given the importance of this subject, creativity is one of the important objectives of any society. Different educational systems in the world are looking to find ways to enhance student’s creativity. Research shows that one of the most important resources for the development of creativity in children and adolescents are computer games (Lee, 2005). Computer games are divided into six categories: action, adventure, role-play, strategic, simulation, and different discovery (Bates, 2004). Since computer games have challenging environments, they may stimulate the students’ creativity 16 Sky. J. Educ. Res. (Roe and Muijs, 2000). What draw children attention is computer games. Although many adults use the computer games, the main users are children and teenagers (Ranker, 2006). What causes teenagers to play computer games is attractiveness, availability, and non-appropriate plan from authority and family to fill their leisure time. In comparison to past generation, a lot of today’s’ teenagers spend their free time on computer games and activities outside home. There are different opinions about the encouraging features of computer games. Studies show that the number of effective factors in designing and construction of computer games are important in provoking players such as story context, beliefs, goals, awards, multisensory cues and interactive features of this kind of games (Dondlinger, 2007). There are two different approaches about the use of computer games. The first approach has positive vision of working with computers. On this base, computer games have numerous advantages for student and provoke their learning motivation (Lee, 2005). Also, computer games stimulate children’s’ interests, motivation, satisfaction, pleasure, and excitement which can encourage creativity (Clements, 1991). According to this approach, computer games often include the process of creative problemsolving which allows children and teenagers to make better use of computer technology (Roe and Mujis, 2000). The second approach has a negative view to computer games. Accordingly, working with computer and computer games are obstacle to direct learning experience (Alliance for Childhood, 2000). On the base of this approach, computer games do not let students develop their cognitive, mental, and social area and also cause anger and aggression (Scarlett et al., 2004). In this study we are attempting to show whether there is a difference between creativity and academic achievement of student with regard to their dependence to computer games. LITERATURE REVIEW The studies done on the effect of computer technology usage and computer games over the students’ creativity are not similar. Many researches demonstrate the improvement of children creativity after using computer technology and computer games (Roe and Mujis, 2000; Tuzun, 2004; Lee, 2005; Zap, 2006). Other research (MacPherson, 2004) show that there is no difference in the children creativity before and after using computer technology and computer games. Zap (2006) concluded that in recognition of skills and problem solving, children who played computer games scored significantly higher than those who did not. He also stated that computer and video games are useful tools for the development of children's cognitive skills and problem solving. According to Gelfond and Salonius-Pasternak (2005), computer games, given diverse and quality to children and teenagers games, offer diverse methods for problem solving and these methods can help in development of student's high-level cognitive skills. MacPherson (2004) believed that teenagers using computer games are faced with the problem of cognitive skills. According to MacPherson games are barrier to the growth potential of children imagination and creativity. For Tuzun (2004) computer games strengthen creativity, imagination, motivation, partnership, and cooperation among children and help in their problem solving. According to Gerinfild (Quoted in Roe and Muijs, 2000), computer and video games can cause skills development, problem solving learning through trial and error, and the ability to understand and control. Games can easily transfer skills to other activities that need the same type of cognitive skill. Bomen and Rooter (sited in Manteghi, 2001) found that some of computer games have the necessary flexibility, and lack of a clear structure, provide increase creativity to children and teenagers, and increases the amount of their ability for problem solving. Computer games and academic performance of students is also a concern of computer games among children teenagers (Craft, 2000; Heppell, 1999). Fans of computer games considered games as sources of learning and entertainment. Activities in computer games can increase coordination between eye and hand or teach special skills for visualization space or mathematics (Donchin, 1983, Levin and kareev, 1981 - quoted in Ranker, 2006). Studies of Abdolkhaleghi et al. (2006); Ramezankhani et al. (2008); Roe and Muijs (2000); and Russell (2006) also showed that rate of playing computer games has negative correlation with student achievement; while other research (Durkin and Barber, 2002) showed that there is no negative relationship between computer games and educational attainment. This study attempts to answer the following questions: i.) What impact computer games have on creativity? ii.) Is there a significant relationship between creativity and student’s academic progress? iii.) Are there significant differences between boys and girls in terms of creativity? METHODOLOGY The research method is correlation and causal. The students were divided into two groups: the group that played computer games and the group that did not. Differences between groups were evaluated with test creativity. Also, the study compared creativity average of male and female students. The population of the study (N = 6175) was male and female public school students in 4th grade in four quarters of the city of Tehran in academic year 2012-2013. One hundred and eighty cases using multi-stage cluster sampling were randomly selected. The tools of gathering data was Torrance creativity test with subject-ability in such characteristics such as fluidity, originality, expansion, flexibility. Torrance creativity test is illustrative. Visual forms of the Torrance Tests of creative thinking require responses Motamedi and Bakhtiary 17 Table 1. Descriptive statistics for subjects' scores on creativity variables. Groupsللل Sex Average Median Fluency Girl Boy Girl Boy Girl Boy Girl Boy 28.29 26.60 18.70 20.80 44.89 38.40 75.65 62.98 30 30 28 23 47 42 70 63 Flexibility Authenticity Expansion Standard Deviation 0.54 0.63 2.79 2.69 6.55 5.80 1.49 1.82 Tilt Domains -2.34 1.9 -0.35 0.72 1.09 -0.05 1.8 0.39 1.5 -2.08 8.9 11 38 26 76 60 Table 2. Descriptive table of students who play or do not play computer games. Groups Fluency Flexibility Authenticity Expansion Computer Games Play Do not play Play Do not play Play Do not play Play Do not play Average 28.99 28.99 22.60 22.50 40.20 42.79 140.5 155 Mean 29 29 23 23 46 50 139 155 Standard Deviation 0.18 0.16 2.23 2.03 5.93 5.89 1.81 3.09 Deviation -8.36 -4.70 0.02 -0.24 -0.89 0.20 2.2 1.07 scope 1.5 1.5 9 9 28 23 79 65 Table 3. The effect of computer games on creativity of fourth grade female students. Groups Fluency Flexibility Authenticity Expansion Sum of the Roots 0.04 0.11 278.52 1296.18 Independence Rank 1 1 1 1 that are mainly visual or graphical in nature. The reason for choosing the Torrance Test of creativity is its reliability and appropriate validity in research. The reliability coefficient for this test is 80 to 90% and its validity was confirmed by experts that measure potential participants’ originality, expansions, flexibility and fluidity (Torrance, 2009). RESULTS In Table 1, the mean scores of male and female students differ in many aspects of creativity. Girls on the expanded scale pay attention to detail and have earned high scores. On the other hand, boys’ flexibility scale has high scores which indicate that boys tend to think about different ways to solve a new problem. By comparing the average of the students who play or do not play computer games, we found that the average of the students who do not play computer games on the authenticity and expansion dimensions is rather higher Roots Average 0.04 0.11 278.52 1296.18 F 2.29 0.03 8.36 6.18 Meaningfulness level 0.29 0.91 0.009 0,05 (Table 2). This demonstrates the stresses and tensions when children feel while playing computer games which are preventive in raising their creativity. As shown in Table 3, computer games on the dimensions of authenticity (F = 8.36, P < 0.01) and on the expansion of fourth grade female students (F = 6.18, P < 0.05) is meaningful. Table 4 shows that only flexibility variable has positive and meaningful relation with students educational advance (P < 0.01). DISCUSSION AND CONCLUSION The results of this research showed that computer games effect on the reduction of authenticity and expansion dimensions of students is meaningful. When comparing averages we found that students who play computer games have lower scores in authenticity and expansion dimensions than students who do not play. Doran et al. (2002) concluded that playing these games can leave meaningful effect on interpersonal interactions and 18 Sky. J. Educ. Res. Table 4. Pierson correlation for assessment of creativity and students educational advancement. Groups Fluency Flexibility Authenticity Expansion Statistics Pierson correlation Meaningfulness level Number Pierson correlation Meaningfulness level Number Pierson correlation Meaningfulness level Number Pierson correlation Meaningfulness level Number thereby on social skills of children. Expansion variables in girls have meaningful relation and the boys have gained higher scores in flexibility. There seems to be a positive and meaningful relation between flexibility and educational advancement. The results of this research and study of PashsSharifi (2004) showed that boys have greater creativity than do girls. There is a positive relation between characteristic factors such as externalism, conscience, flexibility and creativity. These researches as well as study of Khosrovani and Gilani (2007) showed the same results. Jackson (2001) concluded that artists and writers have more emotional disorders especially depression. Popworth et al. (2008) discovered that there is a positive relation between creativity and mental health. One hundred and four art graduate students were investigated the results showed that art students experience more creativity (Papworth and James, 2003). The results of these findings along with Davis research (2009) indicated that there is direct relation between these two cases. He showed that positive creation increases creativity. The results of this study showed that computer games reduced the originality dimension and expansion. Students who played computer games on 2 dimension of creativity had lower scores than students who did not. There was also a difference between male and female students in expansion and flexibility. Male students had more flexibility and female more expansion. Flexibility variable had positive relationship with academic achievement, as well. REFERENCES Abdolkhaleghi M, Doachi, A, Sahbaii F, Sahbaii M (2006). The connectivity of video games with the reaction of male students in Middle school. Medical Science Magazine, 15 (3): 141-145. Alliance for Childhood. (2000). Fool’s gold: A critical look at computers in childhood. Retrieved January 26, 2014 from: http://drupal6.allianceforchildhood.org/about_us. 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