Abstract
This study mainly investigated the practices of secondary students on computers games. An exploratory sequential approach was used to describe and interpret the data acquired, beginning with qualitative data collection and analysis and concluding with quantitative data gathering and analysis. Initially, an in-depth interview and a focus group discussion with 17 participants were conducted. Then, a survey questionnaire was developed based on the qualitative findings. Afterwards, 300 secondary students served as the respondents to gather data in the quantitative phase. Data revealed that there were three themes that emerged in the qualitative phase that put emphasis on prosocial practices, repulsive actions, and positive behaviors. The four underlying dimensions of elements in the computer game model based on exploratory factor analysis include behavioral changes, socio-emotional and cognitive impacts, positive behaviors, and repulsive actions. The questionnaire utilized in the quantitative stage exhibited a very high reliability. Nevertheless, the final output contains 28 items, with 14 items in the behavioral changes dimension, 6 items on the socio-emotional and cognitive impacts dimension, 5 items in positive behaviors, and 3 items in repulsive actions.