Indian Journal of Science and Technology
Year: 2019, Volume: 12, Issue: 18, Pages: 1-6
Tahani Soud Rahem ALsaeed*
College of Business and Administration, Kuwait University, Kuwait; [email protected]
*Author for correspondence
Tahani Soud Rahem ALsaeed
College of Business and Administration, Kuwait University, Kuwait.
Email: [email protected]
Background: To identify a clear program based on digital instructional games to be used easily by social researchers in developing positive trends of elementary school students of Kuwait as well as limiting some negative trends which became widespread among the students. Method: The importance that stands behind these objectives lies in alleviating the negative trends by which the elementary schools in Kuwait are marked. The research sample totaled 100 students of elementary school in Kuwait. The researcher has selected a random sample from elementary school students (fourth and fifth grade) of SayedHashem’s elementary male school, Hozayfa ben Alyaman’s elementary male school, Almoatasem’s elementary male school and Ahmed Alhamedi’s elementary male school. The sample was divided into two experimental groups (1) and (2), where the persons of experimental group 1 totaling 50 students exercise the individual digital instructional games and the persons of experimental group 2 totaling 50 students exercise group digital instructional games. Findings: There is statistically significant difference at level (.05) and (0.01) between average students’ scores of first experimental group’s students who used individual digital instructional games and average scores of second experimental group’s students who used group digital instructional games in dimensional application of note card of aggressive behavior. Effectiveness of suggested program is based on mode of digital instructional games in developing the positive attitudes and reducing the aggressive behavior of elementary school students in Kuwait. Improvements/Applications: This research is considered to be of the first of its kind on the usage of digital instructional games in developing positive approach against aggressive behavior among school students.
Keywords: Digital Games, Positive Attitude, School Attitude, Students in Kuwait, School Students
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