Mediation of productive activity as a condition for overcoming computer addiction in primary school age

Versions

PDF
PDF (Russian)

Keywords

computer addiction
project activity
mediation
productive activity
younger schoolchildren

Abstract

Introduction. The relevance of the problem under study is associated with the specifics of the social situation of development, especially at a younger age, as a determining factor in the formation of addiction. The purpose of the study is to study the perception of parents about the peculiarities of using the Internet by younger students and to develop a project aimed at reducing computer addiction in such children.

Theoretical justification. The theoretical substantiation of the study lies in the fact that modern digital opportunities in creating animated films become a condition for mediating and coordinating productive forms of activity for younger students. The system of productive activities within the framework of the Plasticine Cartoons project, through the systematic organization of joint activities of parents and children, made it possible to minimize computer addiction among younger students.

Results. The practical significance of the work is determined by the designation of the problem and the consideration of one of the options for an effective form of organizing the activities of children and adults, mediated by the use of digital technologies. As a result of the project implementation, children noted changes in the following areas: cognitive, emotional and behavioral.

The discussion of the results. During the implementation of the project, due to the variety of means of interaction between the child and peers and parents, computer addiction in children decreased in the following parameters: reduction in the time spent at the computer, gadgets; an increase in the use of gadgets by children as a means of implementing any activity; increasing the level of communication with peers; expanding the idea of ​​options for joint activities with parents and their own pastime; an increase in situations in which children are oriented towards a dialogue with their parents; no negative reaction to the request to turn off the computer (phone).

https://doi.org/10.21702/rpj.2022.2.11
PDF
PDF (Russian)

References

Berezovskaya I.P., Shipunova O.D., Kedich S.I. (2019) Internet addiction and youth coping strategies. ACM International Conference Proceeding Series. Proceedings - CSIS 2019: 11th International Scientific and Theoretical Conference "Communicative strategies of Information Society".

Beznos O.S., Skvortsova D.D. (2018) The impact of computer addiction on the human psyche. Scientific works of KubGTU. 3, 100-105.

Bogacheva N.V. (2019) Main problems in the psychology of a computer game. Digital Society in the Cultural-Historical Paradigm: Collective Monograph. Moscow, 30-36.

Brenner V. (1997) Psychology of computer use: xlvii. parameters of internet use, abuse and addiction: the first 90 days of the internet usage survey psychological reports. T. 80, 879-882.

Bydtaeva E.L. (2015) Computer addiction is a problem of modern psychology. Breakthrough scientific research as an engine of science: collection of articles of the international scientific-practical conference, 249-252.

Dyatlova E.V., Mikhina M.V. (2019) Internet communications: the path of cultural development of the individual or freedom of choice in the information age. Bulletin of the University. 4, 168-172.

Efremov A.Yu., Kuchmasova M.S., Malina V.S. (2015) Psychology of the transformation of the value orientations of a teenager in computer games. A new word in science: development prospects.1(3), 102-104.

Elkina A.E. Features of computer addiction in younger children. Young scientist. 2017. 20, 394-396.

Gentile D. A. [et al.] (2012) Video game playing, attention problems, and impulsiveness: evidence of bidirectional causality. Psychology of Popular Media Culture. 1, 62-70.

Goldberg I. (1996) Internet addiction disorder. cyberpsychol. Behavior. 4. 403-412.

Greenfield P. M. (2009) Technology and Informal Education: What Is Taught, What Is Learned. Science. 323, 69-714.

Griffiths M. (2009) Online computer gaming: Advice for parents and teachers. Education and Health. 27:1, 3-6.

Ignatova A.R. (2020) Psychological and pedagogical conditions for the development of the cognitive sphere in primary school students who are fascinated by modern electronic means and computer games. Social relations .4(35), 27-35.

Ivanov M.S. (2007) Psychological aspects of the negative impact of computer game addiction on a person's personality. Psychology of addiction. Minsk: Harvest. ISBN 978-985-16-1660-8.

Khoziev V.B. (2000) Mediation in becoming activity. Surgut: Sugut. state university; Hyphen. ISBN 5-89545-044-X.

Kostrikova M.V. (2015) Psychological aspects of the formation of computer addiction. Young scientist. 7(87), 678-680.

Kühn S. (2011) The neural basis of video gaming [Electronic resource]. Translational Psychiatry. 1. URL: http://www.nature.com/tp/journal/v1/n11/full/tp201153a.html (accessed 08/30/2021).

Kuznetsova A.A. (2021) Study of the relationship between attachment relationships and the presence of elements of computer addiction in preschoolers. Kazan pedagogical journal. 1, 248-253.

Marker C., Gnambs T., Appel M. (2018) Active on Facebook and Failing at School? Meta-Analytic Findings on the Relationship Between Online Social Networking Activities and Academic Achievement. Educational Psychology Review. 3, 651-677.

Olson C. K., Kutner L. (2015) Viewpoints and flashpoints in the study of video game violence and aggression. Psychology. Journal of the Higher School of Economics. 12.1, 13-28.

Orlov M.O. (2019) Multidimensionality of the digital environment in a risk society. News of the Saratov University. New series. Series: Philosophy. Psychology. Pedagogy. T. 19. 2, 155-161.

Project form of education: experience of creation, research and application: monograph (2014) / ed. V.B. Khoziev, N.I. Khokhlova, N.P. Plekhanova; Surgut.state University of Khanty-Mansi Autonomous Okrug-Yugra. Surgut: ITs SurGU. ISBN: 978-5-905243-02-8.

Reisinger R. (2011) 91 percent of kids are gamers, research says [Electronic resource]. URL: https://www.cnet.com/news/91-percent-of-kids-are-gamers-research-says (accessed 07/12/2021).

Rubtsova O.V. (2019) Digital technologies as a new means of mediation (Part One). Cultural-historical psychology. 3, 117-124.

Savostina L.V., Khokhlova N.I. (2021) Digitalization in the context of the education of modern teachers. Prospects for the development of higher education: materials of the II International scientific and practical conference / ed. editor M.V. Badelina. Tyumen: TIU, 275-278.

Yang K. (2015) Clinical aspects of Internet addictive behavior. Medical psychology in Russia. 4, 12-19.

Zapesotskaya I.V., Nikishina, V.B. (2012) The state of addiction: a metapsychological analysis. Kursk: KSMU. ISBN: 978-5-7487-1537-9.

Zaretskaya O.V. (2017) Computer and Internet addiction: analysis and systematization of approaches to the problem. Psychological science and education psyedu.ru ("Psychological and pedagogical research"). 2, 145-165.

Creative Commons License

This work is licensed under a Creative Commons Attribution 4.0 International License.

Copyright (c) 2022 Khokhlova N. I., Muller O. Yu., Savostina L. V.