تأثير الألعاب الإلكترونية على تلاميذ الطور الثانوي : دراسة ميدانية على عينة من تلاميذ ثانوية ديدوش مراد بالمنيعة
This study aims to reveal the impact of the exposure of secondary students to e-games by conducting a field study on a sample of Didosh Murad High students. Through our study, we tried to answer the key question: What is the impact of e-games on Didosh Murad High students? Video games are considered a means of entertainment and leisure during students' free time to relieve stress and boredom from studying and take a break. 1) We have relied on the descriptive curriculum and questionnaire as a tool for collecting data and information, with an intentional sample of 80 researchers, which has reached the following findings: 1) Electronic games are a way of entertaining and leisure pupils' leisure time to eliminate fatigue and boredom from studying and take a break. 2) Electronic games are an opportunity for social interaction that fosters social relations and builds friendships. In addition, they provide challenge, competition, pleasure and excitement for students of Didosh Murad High School. 3) Games are a means of entertainment and social interaction among the students of Didosh Murad High School and often involve online communities where users can discuss games and share information about new versions and developments in the gaming world. 4) Pupils at Didosh Murad High School are considered to be good electronic games as an effective way to learn new skills for pupils in different forms. One of these variables is the design of the game itself. (Author’s abstract)