part on                                                                                 in troducfion                                                                itis noticable that achild goes through many stages in his her lif each stage leaves an effect in his personality and behavior .childhood stage isconsid ered the first stage in a humans lif .(abi mezer and adas 1993page 41)pointed out that child hood stage is on of the most important stages that a human goes through a stage when a human is more able to be of fected by sorrounding factors the first early years of a childr life is the time that leaves an ifluence upon his personality for the rest of his lif which makes education and vaising are so important and essential in this stage. elementary stage is a part of child stage when a child joins educationa institutions and as the researcher sees it its one of the most fertile stages in educafion and raising that forms a childs personality in all aspects physical motional a esthetic spiritual and artistic and is because a child is given physical and educational activities lingudl and social functions practical proctices spiritual space and different sport and artistic activities.                                                                  mhamuad considers the first five years of achilds life as the stage of inclusive growth for childs senses and divections and thatis by intensive preperation and mental social sentimental and environmental development.                                                                        such dvelopment awakes the childs senses abilies and skills .more over it enriches him with essential experience it enriches him with essential experience in the limits of his a bilities veacliness and growth level. (mhammad 2001page 25)                                              however khattab considers that a child learns in elementavy school stage by playing and by different activities that are  planned and imade by his teacher in kG and because games are ped gog ically important pedagog ically important pedagogists encouraged engaging games in school curricula for they have a great role in educating teaching and vaising a child (khattab 1993 p 143) bearing in mind the crucial change in the present time and the technological and scientific development people reached in all fields adas considers that it is important to pay attenion for some skills and needs that those interested in education and vaising should take in considevation mostly considering mentul development and thinking skills and that is by creating a suitable condition for thinking and using the brain in a better way in all practical and scientific life domains (ados 1996 page 90) habib also pointed out that pre school)stage is a stage that was taken caere of by encouraging creative thin king a mong children thus mhammad a ssures (2001 pag 28) that the best way to teach a child how to think is by training his senses for they are the windows that let knowledge get intohis mind and feelings thus the aim of developing a childs senses is to develop his thinking and thats what we find in many of childrens programs and what tools they include and prepared technigues to train their senses (habib 2000 pag e 16) .more over salameh pointed out that technigues train a childs senses and teach him thinking artistic taste and playing a thing that made games a natural mean for developing a childs thinking and learning for games include many different elements and

relations of things ordered in a special events seguence makes them a motivation for thinking and because they need understanding a nalyzing and a pplying (salameh 2001 pag 65)al harithi also points out  that drawing is considered on of the effective technigues that

makes thinking tangible a child might not be able to express his thinking drallg so it is easier to express it by drawing for children recognize visuals more than oral things (debono)de bonos works showed genevating of ideas through drawings (alhavithi 1999 pag 90).it is no mor strange that children get a hracted to electronic games and tv instead of other games .the spread of video games and tv in the last few years became so clear in childrens life .they are the new amusment park ride for the new generation .they are the new age games that children prefer over traditional games they used to practice and these modern games too kover old ones which in turn orevshadowed their life bearing in mind that a childs preference of tv . and videogames has a lot of positive things Electronic play helps a child to recoynize his outer world .the older the child get the more he can develop his skills while practicing certain games and activities. it is also noticable that the games a child play to discover and collect information in late child hood stage enriches his mental life with alot of know ledge a bout the sorrounding world Electronic games impress children much and take all their a ttention and concentration that is because educational computer games can help children aquire self confid AND TAKE ALL THEIR ATTENTION AND CONCENTEATION THAT IS BECAUSE EDUCATIONAL COMPUTER GAMES CAN HELP CHILDREN ACQUSE SELF CONFIDIDENCE SELF APPRECIATION AND DEVELOPING ARTISTIC TASTE AND THATIS BECAUSE THESE GAMES ALLOW EVERY CHILD TO CONTROL AN EXPERIENCE HE GOES THRONGH HIS DEVELOPMENT AVEEAGE 9 AND TO CHOOSE ME CHALLENGE LEVEL HE IS COMFORTABLE WITH SINCE THEN THIS RESEARCH CAME TO BE A PART OF SCEINTIFIC RESEARCHES SERIES THAT ARE CONCERNED IN ELECTRONIC GAMES ROLE AS A SOURCE OF DEVELOPING ARTISTIC TASTE A MONG CHILDREN AT ELEMENTARY STAGE CONSIDERING THE PROBLEMS CHILDREN TACE PROBLEMS THAT ARE CONNECTED TO THEIR LIFE AND TO BE A PART OF THEIR CULTURAL ENVIRONMENT AS CITIZINS WHICH WILL GIVE THEM A POSITIVE ROLE IN THIS SOCIETY . ALL THAT THE RESEARCHER WANTS IS THIS YESEARCH TO BE USEFUL FOR ALL THE PROBLEM OF THE RESEARCH  ELECTRONIC GAMES BECAME A CLOSE FRIEND FOR MOST CHILDREN AND A DAILY MUST AND COMPUTER IS A COLLEAGUE THAT HELPS THEM AND ADVISE THEM . MOREOVER IT IS NOT BORING AT ALL . IT IS ALSO A COUNCELLER A GUIDE AND  DATA RECOURCE IN ALL LIFE DOMAINS WHICH ARE NOT KNOWN YET .

MANY STUDIES CONCLUDED TAKING CARE OF PSYCHOLOGICAL SOCIAL AND MENTAL NEEDS TO DEVELOP THE ARTISIT TASTE AMONG CHILDREN AT ELEMENTARY STAGE AND THE NECESSITY FOR EARLY DISCOVERY FOR THESE NEEDS AND DEVELOPING THEM SINCE ELECTRONIC GAMES WERE NOT USED IN THE DOMAIN OF EXPRESSION AND ARTISTIC TASTE AT ELEMENTARY STAGE AND IT WAS NOT INSURED OF THEIR EFFECTIVNESS IN THE DOMAIN OF ARTISTIC TASTE AND EXPRESSION AT KG STAGE IN SAUDI ARABIA ACCORDING TO THE RESEARCHER AND BY THIS WE CAN  DETECT TH PROBLEM OF THE VESCARCH AS THE FOLLOWINING WHAT IS THE EFFECT OF USING  ELECTRONIC GAMES IN DEVELOPING THE ARTISTIC TASTE A MONG CHILDREN AT THE ELEMENTARY STAGE ? AND THE MAINQUESTION IS BRANCHED INTO A GROUP OF QUESTIONS  1 WHAT ARE THE SPECIAL FEATURES FOR ELECTRONIC GAMES A MONG CHILDREN AND THE EFFECTIVE FACTORS IN CHILDREN PLAY AT THE ELEMENTARY STAGE ? 2 WHAT ARE THE DIFFERENT THEORIES THAT TRIED TO EXPLAIN PLAY AND ITS EFFECT UPO DEVELOPING THE ARTISTIC TASTE A MONNG  CHILDREN AT ELEMENTARY STAGE ?                                             2 WHAT ARE THE MEANS TECHNIQUES OF DEVELOPING THE ARTISTIC TASTE A MONG CHILDREN ?                                                                       RESEARCH AIMS                                                          THE CURRENT RESEARCH AIMS AT PRESENTING A GROUP OF AIMS LIKE                                             1 KNOWING SPECIAL FEATURES OF ELECTRONIC GAMES A MONG CHILDREN AND EFFECTIVE FACTORS IN CHILDREN PLAY AT ELEMENTARY STAGE .                                                                       2 KNOWING ELECTRONIC  GAMES FEQTURES . 3KNOWING TYPES OF PLAY A MONG CHILDREN AND THE IMPORTANCE OF IT AND ITS BENEFITIN THEIR LIFE                                                                  4KNOWING THE MEANS OF DEVELOPING  ARTISTIC TASTE A MONG CHILDLREN AT ELEMENTARY STAGE .                                                                                        THE IMPORTANCE OF THE RESEARCH                                                                         1-SINCE ELECTRONIC GAMES PLAY AN IMPORTANT ROL IN DEVELOPING SKILLS AND ABILITIES OF CHILDREN AT ELEMENTARY STAGE AND ITS ROLE IN THE PED AGOGICAL AND EDUCATIONAL PROCESS AT SCHOOL THE RESEQRCHER HOPES TO PROVIDE THE BENEFIT TO MEASURE THE EFFECT OF ELECTRONIC GAMES AT ELEMENTARY STAGE IN A SPECIAL WAY AND A VOID ALL NEGATIVE FACTORS AT SCHOOS CAMPUSES .                                                2-MOREOVER SHE WILL MAKE IT EASY FOR SCHOOLS TO TO APPLY NEW TOCHNIQUES TO USE ELECTRONIC GAMES IN DEVELOPING THE ARTISTIC TASTE A MONG CHILDREN AT ELEMENTARY STAGE .                                                3-THERE IS SCARITY IN PREVIOUS STUDIES THAT DISCUSSED THE EFFECT OF ELECTRONIC GAMES IN DEVELOPING THE ARTISTIC TAST AMONG CHILDREN AT ELEMEUTARY STAGE . THUS THIS WILL ADD SOME AUTHENTICITY AND SERIOUSNESS .   .                                                            

Chapter Two
Studies and Researches related
The research tackles the previous researches that are related to the current research in terms of the objects and the style of each research and the way of getting benefits of them.
First: Arabic Studies:
The study of Hind Abd al Hamed Al Ribawi (1430 H) : Children need to have direct experience with the world in order to make sense of and learn about it.... Have you ever thought about all the things children learn after they are born? They learn how to talk, sit up, walk, and run. They learn what things are and how they work. They learn about people and the world. They learn all of these things by playing with toys.
big soft foam building blocks giant oversized stackable soft tunnel climber toddler children's factory Children's Factory
For example, babies are not born knowing about gravity. They do not know that anything dropped will fall to the floor. They learn this, by playing with toys. Infants may accidentally let go of a rattle and notice that it falls to the floor. When you give it back, they may deliberately drop it to see if it falls again. Sure enough, it hits the floor! They enjoy the game "drop the toy" for as long as you are willing to play. Soon everything in their grasp becomes a toy for dropping - bottles, spoons, balls, and even bowls of food. They practice this "experiment" and play this game with everything they touch. They understand about gravity because they have actually experienced it with their toys.
Toys are important for other reasons, too. Children exercise their muscles with toys. Next time you see children rocking horses or riding bikes, notice the muscles they are using.
Think of the coordination and balance they practice when they climb to the top of the jungle gym or the muscle control they develop when they put one more block on the tower without it falling down. All these necessary skills are developed easily through toys.
Toys also invite children to create and use their imaginations. Give an empty cardboard box to a child and watch all the things it becomes - a train, house, or cage at the zoo. Children start many play times with "Let's pretend..." and toys encourage this.
Children gain self-confidence as they play with toys. As children master their toys - as they finish a puzzle, ride a trike, or blow a bubble - they develop a sense of power. They say, "I can do this. Look at me." As a caregiver, you often may find children want to show you what they can do with their toys. It is important to recognize their accomplishments. When an adult pays attention to children's play, they feel worthwhile and gain self-confidence. Their self-concepts grow stronger.
Along with building self-esteem, toys can be the basis for friendships. Toys like teeter-totters only work when children cooperate. Projects like building sand castles go faster with friends.
The study of Amal Sameer Kadim (2006) : It used to be that your teens would go online only to research an assignment or play a game. These days, your teens are practically attached to their computers, checking Facebook, adding music to their iPods and streaming YouTube clips. Even if they have friends over, it's not uncommon to see all of them huddled around the computer doing something online.
You've probably heard that increased Internet use is associated with poor eating habits, lessened physical activity and behavioral issues. A new study published in the journal Injury Prevention shows that Internet addiction can also lead teens to cause themselves harm through pulling their own hair or hitting, pinching or burning themselves.
A survey of more than teenagers in China found that teens who were moderately addicted to the Internet were 2.4 times more likely to have self-injured themselves in the past six months than those with normal Internet habits. Teens who were severely addicted to the Internet were nearly five times as likely to injure themselves.
Though self-injurious behavior can be attributed to many different factors, such as depression, stressful life events or family problems, the study found that Internet addiction on its own can lead to teens harming themselves.
The Study of Ali Bin Mohamad Bin Jmeel Al Dwedi (2003) : Playing video games, including violent shooter games, may boost children’s learning, health and social skills, according to a review of research on the positive effects of video game play to be published by the American Psychological Association.
The study comes out as debate continues among psychologists and other health professionals regarding the effects of violent media on youth. An APA task force is conducting a comprehensive review of research on violence in video games and interactive media and will release its findings in 2014.
“Important research has already been conducted for decades on the negative effects of gaming, including addiction, depression and aggression, and we are certainly not suggesting that this should be ignored,” said lead author Isabela Granic, PhD, of Radboud University Nijmegen in The Netherlands. “However, to understand the impact of video games on children’s and adolescents’ development, a more balanced perspective is needed.”
The Study of Huda Ahmad Rajeh (1998): Another stereotype the research challenges is the socially isolated gamer. More than 70 percent of gamers play with a friend and millions of people worldwide participate in massive virtual worlds through video games such as “Farmville” and “World of Warcraft,” the article noted. Multiplayer games become virtual social communities, where decisions need to be made quickly about whom to trust or reject and how to lead a group, the authors said. People who play video games, even if they are violent, that encourage cooperation are more likely to be helpful to others while gaming than those who play the same games competitively, a 2011 study found.
The article emphasized that educators are currently redesigning classroom experiences, integrating video games that can shift the way the next generation of teachers and students approach learning. Likewise, physicians have begun to use video games to motivate patients to improve their health, the authors said. In the video game “Re-Mission,” child cancer patients can control a tiny robot that shoots cancer cells, overcomes bacterial infections and manages nausea and other barriers to adhering to treatments. A 2008 international study in 34 medical centers found significantly greater adherence to treatment and cancer-related knowledge among children who played “Re-Mission” compared to children who played a different computer game.
“It is this same kind of transformation, based on the foundational principle of play, that we suggest has the potential to transform the field of mental health,” Granic said. “This is especially true because engaging children and youth is one of the most challenging tasks clinicians face.”
The authors recommended that teams of psychologists, clinicians and game designers work together to develop approaches to mental health care that integrate video game playing with traditional therapy.
The Study of Abd Al Rahman Abdullah AL Jomhor (1999) : This study aimed at investigating the effect of using an instructional software program of English language on the
achievement of secondary students in Jordan. The sample of the study consisted of (212) students distributed randomly on four
experimental groups and four control groups. The instruments of the study were an instructional software program for
teaching the passive voice and an achievement test. An Analysis of covariance was used to find out the effect of the
instructional program on the students’ achievement in the passive voice. The findings of the study revealed that: 1. there were
statistically significant differences between the students' achievement mean scores in grammar attributed to the
instructional method of teaching. This difference is in favor of the students in the experimental group 2. there were statistically
significant differences (between the students' achievement mean scores in grammar attributed to gender. This
difference is in favor of male students. 3. there were statistically significant differences between the students'
achievement mean scores in grammar attributed to stream of study. This difference is in favor of the scientific stream students.
In light of the findings of the study, it was recommended that TEFL teachers use CAI lessons in their instruction.
The Study of Motawe’ (1999) : the Impact of the Laboratory and Technology on Science Learning and Teaching examines the development, use, and influence of active laboratory experiences and the integration of technology in science teaching. This examination involves the viewpoints of policymakers, researchers, and teachers that are expressed through research involving original documents, interviews, analysis and synthesis of the literature, case studies, narrative studies, observations of teachers and students, and assessment of student learning outcomes. Volume 3 of the series, Research in Science Education, addresses the needs of various constituencies including teachers, administrators, higher education science and science education faculty, policymakers, governmental and professional agencies, and the business community.

The Study of Sumaia Abd Al Hmeed Ahmad, and Najah Mursi: the guiding theme of this volume is the role of practical laboratory work and the use of technology in science learning and teaching. The volume investigates issues and concerns related to this theme through various perspectives addressing design, research, professional practice, and evaluation. Beginning with definitions, the historical evolution and policy guiding these learning experiences are explored from several viewpoints. Effective design and implementation of laboratory work and technology experiences is examined for elementary and high school classrooms as well as for undergraduate science laboratories, informal settings, and science education courses and programs. In general, recent research provides evidence that students do benefit from inquirybased laboratory and technology experiences that are integrated with classroom science curricula. The impact and status of laboratory and technology experiences is addressed by exploring specific strategies in a variety of scientific fields and courses. The chapters outline and describe in detail research based best practices for a variety of settings.
The Study of Kalid Bughsos and Jalad Obaid (1997): This weekend Chair Deborah Seehorn and I were attending the ACM Education Council meetings and, as part of the meeting, we participated in a group discussion about critical questions in computer science education research led by CSTA Past Chair Steve Cooper.

Our discussion group consisted of Deborah Seehorn from the North Carolina Department of Public Instruction, Steve Cooper from Stanford University, Dan Garcia from Berkeley, and myself. Because we all have deep roots in computer science education, the list of questions we came up with covered a breadth of issues and reflect the deep need for research-grounded solutions to the issues we now face.
The Study of Samia Ali Abdo AL Basioni (1994): This study aimed at investigating the effect of using an instructional software program of English language on the
achievement of secondary students in Jordan. The sample of the study consisted of (212) students distributed randomly on four
experimental groups and four control groups. The instruments of the study were an instructional software program for
teaching the passive voice and an achievement test. An Analysis of covariance was used to find out the effect of the
instructional program on the students’ achievement in the passive voice. The findings of the study revealed that there were
statistically significant differences between the students' achievement mean scores in grammar attributed to the
instructional method of teaching. This difference is in favor of the students in the experimental group there were statistically
significant differences between the students' achievement mean scores in grammar attributed to gender. This
difference is in favor of male students. 3. there were statistically significant differences between the students'
achievement mean scores in grammar attributed to stream of study. This difference is in favor of the scientific stream students.
In light of the findings of the study, it was recommended that TEFL teachers use CAI lessons in their instruction.
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