Purpose Previous researches point that children with Autism Spectrum Disorder (ASD) show particular interests in computers and other multimedia electronics (Mazurek et al., 2012). Experts in pediatric care contemplate the possibility of exploiting this relationship to inform the interventions among children with Autism. This paper aims to explore how video games can be used to aid the cognitive and social development among children with ASD and typically developing children (TDC). Design/methodology/approach The study design used was experimental, with 112 children as the main participants. The researchers watched the behaviors of the children through controlled observation as they compared the behaviors with their established models. In this case, the structured models worked as the control group in the experiment. To understand the relationship between the variables: exposure to video games and children's social interactions, the researchers used multiple linear regression analysis, ANOVA and correlation coefficients Findings The predictor model was effective because it accounted for at least 26% of the variation in the dependent variables at a statistical significance level of p < 0.000. Other than the structured models, there were also individual predictors, which also established that when families played games with children, the children tended to calm down their negative behaviors. Hence, family playing games with children can help ease the symptoms of children with ASD and TDC at (t = 2.631, 4.180 and 0.024, p = 0.05). However, the duration of watching or playing the games did not contribute to children negative behavior such as poor school performance, failing to complete homework, playing games past bedtime and feeling agitated or isolated. Originality/value To the best of the authors’ knowledge, this paper is original, and it is first to report the findings of this type of study. This research used unique sample sizes and variables, though within the existing theoretical framework of social science experiments. All borrowed ideas have properly been cited to original owners’ efforts.
The study aims to determine the positive and negative impact of children's use of social networks, especially the Netflix platform, concerning their social values, from the parents’ viewpoint. Method: 437 parents participated in this research, and the survey researchers design gathers information about the positive and negative effect of watching Netflix on childrens’ social values, and the parents attitude about this impact on social values. Results: The findings reveal that the positive effect of the child watching Netflix ranked first and supports its availability to a medium degree. the most positive aspects of the child watching Netflix, increasing religious and moral awareness, national awareness and consolidating the values of morals and good examples. While the lowest arithmetic means are attributed to helping them in accepting new cultures or teaching new languages .The most prominent negative aspects of the child watching Netflix. It weakens the child's expressive abilities, increases the child's expenses on material matters, helps them develop imagination, intensifies differences with their brothers and friends due to differences in opinions, increases the gap between the child and family members, and causes the child's problems with parents from increased viewing of Netflix
scite is a Brooklyn-based organization that helps researchers better discover and understand research articles through Smart Citations–citations that display the context of the citation and describe whether the article provides supporting or contrasting evidence. scite is used by students and researchers from around the world and is funded in part by the National Science Foundation and the National Institute on Drug Abuse of the National Institutes of Health.
customersupport@researchsolutions.com
10624 S. Eastern Ave., Ste. A-614
Henderson, NV 89052, USA
This site is protected by reCAPTCHA and the Google Privacy Policy and Terms of Service apply.
Copyright © 2024 scite LLC. All rights reserved.
Made with 💙 for researchers
Part of the Research Solutions Family.