Comparative study of effectteveness of three-dimensional and two-dimensional video games on students` problem solving styles

Document Type : Research Paper

10.22059/japr.2016.61026

Abstract

This study has aimed to investigate the effect of three-dimensional and two-dimensional video games on problem-solving styles of students. Statistic society in this study consisted of Persian Gulf University students in 2016-2017 academic year. And after notification by the proclamation, 45 students were selected voluntarily. At first all 45 students, completed intelligence test and past the experience of video game questionnaire, after matching and based on the  intelligence scores and video games experience, subjects were divided into three groups by random matching. Two experimental groups were treated for 4 weeks by playing video games (Experimental group 1 by three-dimensional game and Experimental group 2 by two-dimensional game) and in the control group nobody ran games.  Cassidy & Long problem solving style is used as measuring tools. The results showed that the experimental group 1 and group 2 had significantly higher scores on problem solving styles and component of helplessness and creativity, compare to the control group. Based on this study`s findings, video games can be used as a tool for teaching problem-solving skills

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