665 research outputs found
Effect of Video Game on School Achievement in School Age Children in Erbil/City
Background and objectives: Playing video games is associated with poor academic achievement, Student who got their game systems directly spent less time on homework and, four months later, they got lower reading and writing scores, their teachers were more likely to report academic difficulties. The aim of study is to identify the effect of play video game on school achievement.
Methods: A cross sectional descriptive study was carried out at five primary school in Erbil city 50 students was taken as a case group compared with 200 students as control group started from 15 September to 15 November 2020. A Questionnaire format was used as a tool for data collection and consists, demographic information of the students, parents and some Items about students game, Official permission has been obtained from College of Nursing / Hawler Medical University, Ministry of Education and primary schools. Data was analyzed through using frequency, percentage and chi-square by using SPSS, 22.
Results: The study reveal that 58% of participants were age group between 12-14 years old, 74% of them were boys among playing group, 18% of father were graduated from college, 60% of played children were from middle socioeconomic status, 16% of game players have missed school, 66% of played students were missed homework, about 10% of the students have a good school achievement among who played video games and more than half (58%) among non-play students. There is highly significant association between parent educational levels with their children school achievement.
Conclusions: Playing video game was negatively associated with poor school achievement. The study recommended the parent to limit the time of playing less than one hour daily, also limit the number and type of game especially fighting game and replaced with educational game.
Does recreational computer use affect high school achievement?
Historically, the relationship between student academic achievement and use of computers for fun and video gaming has been described from a multitude of perspectives, from positive, to negative, to neutral. However, recent research has indicated that computer use and video gaming may be positively associated with achievement, yet these studies have focused on small intact and qualitative samples. The purpose of the present study is to examine the association between academic achievement in high school and student use of computers for fun and video gaming using the large nationally representative ELS:2002 sample of students in grade 10 in 2002 and an independent effects two-level hierarchical linear model. Our results indicate that both student use of computers for fun and moderate levels of video gaming were positive and significant on cross-sectional reading and mathematics achievement assessments in high school, controlling for multiple covariates of achievement, but were not related to growth in mathematics from grade 10 to grade 12
How does Nomophobia Exert Impact on Life Satisfaction? Exploring the Mediating Effect of Psychological Wellbeing and Academic Performance
Several studies have highlighted the adverse consequences of information system (IS) overuse. To expand the knowledge on this heated topic, this paper aims among the first to explore the association between nomophobia, a manifestation of smartphone excessive use, and life satisfaction mediated by psychological wellbeing, as well as academic performance. On the other hand, this paper also targets the reverse procedure, namely if life satisfaction mediated by both psychological wellbeing and academic performance prompts nomophobia. To empirically test the established model, a big-scale systematic random sampling over 10 thousand responses is plan to implement. The survey questionnaire collected demographic information and actual grade-point average (GPAs), as well as responses to scales including the nomophobia, psychological wellbeing (consisted of perceived stress, depression, and loneliness), and life satisfaction
Usages Pattern of Cell Phone in Classroom: A Case Study of Mathematical and Physical Science Faculty Students of Jahangirnagar University
Now-a-days mobile phone is very important communicational device. This cableless device reduces the hazards of the land phone. In spite of its various advantages it has some disadvantages also. Misusing of mobile phone increases the disadvantages of this device day by day. Unnecessary talking makes the reasons of wasting the money and time for the youth. Modern cell phones enable users to access a variety of electronic media at almost any time and any place. At present, the cell phone is likely to be on hand while university students are in class and studying. Thus, the main purpose of the present study is to investigate the usages pattern of cell phone in class room with the help of the evidences from Mathematical and Physical Science Faculty Students of Jahangirnagar University. The result shows that a cell phone is a very important tool for study as most of the respondents used their phones for study purposes. Cell phones are increasingly one of the most popular information access devices and multiuser functions which can be beneficial during study. This study suggests that mobile phone designers must take into account how young people use cell phones for educational purposes. The presence of cell phones presents a host of options and challenges for todayâs students. Higher institutions can take advantage of the potential and capitalize on the cell phone for educational purposes because of the intrinsic motivation of university students in wanting to communicate among themselves. Keywords: Mobile phone usage, Classroom, University student
Adolescent Internet Use, Academic Performances, and Problem Behaviors: Findings from a national sample of rural and urban China
Adolescent internet use in non-western countries and its association with behavioral problems are understudied. Informed by Bronfenbrennerâs socioecological framework and displacement hypothesis, the present study explored adolescent internet use in rural and urban China, and examined the mediation of academic performances between internet use and problem behaviors. Drawn from a nationally representative program, samples for this study included 3,379 adolescents aged between 9-17 years from 29 provinces. Results showed that rural adolescents had less access to mobile phones and internet, as well as a lower frequency of internet use than urban peers. Hybrid structural equation modeling results revealed that academic grade rankings fully mediated the association between internet use and externalizing behaviors. Academic self-rating negatively associated with both internalizing and externalizing behaviors. Stepwise regression results indicated rural adolescents who have internet access were more vulnerable to negative influences of increased internet entertainment time than urban peers. Findings contributed to the understanding of internet use and developmental outcomes of adolescents in rural and urban residency in China. Implications are discussed for practices, policies, and future research.
Advisor: Yan Ruth Xi
The Effects of Mobile Games on Elementary School Students' Achievement in Aceh
Research into mobile game addiction has increased over the previous two decades. The purpose of this study was to investigate the association between on-line mobile gaming and academic performances among adolescent students in Aceh's elementary schools. The study revealed that boys are more of a player compared to girls who often play games and those who play online games are around 11-12 years old have an average playing time 3-5 hours/day. The research population consisted of elementary students from Aceh, with a sample size of 55 pupils. Included in the study was the Game Addiction Scale (Lemmens et al., 2009). Then, using regression analysis, the hypothesis was tested. From the finding, we can conclude that academic performance was found to be negatively associated with online gaming. This is owing to the fact that playing games for long periods of time reduces their ability to focus on academic tasks. This study can serve as a reference to adolescents online gaming habits, which could be a factor affecting their academic achievement
Playing Video Games While Using or Feeling the Effects of Substances: Associations with Substance Use Problems
This study tested the hypothesis that playing video games while using or feeling the effects of a substanceâreferred to herein as âconcurrent useââis related to substance use problems after controlling for substance use frequency, video gaming as an enthusiastic hobby, and demographic factors. Data were drawn from a nationally representative online survey of adult video gamers conducted by Knowledge Networks, valid n = 2,885. Problem video game playing behavior was operationalized using Tejeiro Salguero and BersabĂ© MorĂĄnâs 2002 problem video game play (PVP) measure, and measures for substance use problems were taken from the National Survey of Drug Use and Health (NSDUH). Separate structural equation modeling analyses were conducted for users of caffeine, tobacco, alcohol, and marijuana. In all four models, concurrent use was directly associated with substance use problems, but not with PVP. Video gaming as an enthusiastic hobby was associated with substance use problems via two indirect paths: through PVP for all substances, and through concurrent use for caffeine, tobacco, and alcohol only. Results illustrate the potential for âdrug interactionâ between self-reinforcing behaviors and addictive substances, with implications for the development of problem use
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Comparison of value perception of children in playing videogames and traditional games: Turkish and British samples
The present study examined the value perceptions of Turkish and British children according to various variables and determined to what extent traditional and videogame genres preferred by children predict their value perceptions, dominant case design, one of the mixed research designs, was used. While the quantitative approach was mainly used in the research, the qualitative approach was used as a supporter. The data collection process of the study lasted for two academic years. In the first year, the study was conducted with 243 primary school students studying in Nottingham (England). In the following year it was conducted with 267 primary school students studying in Ankara (Turkey). A total of 510 primary school students with ages ranging from 9-11 years were recruited for the study. Data were collected using the âPersonal Information Formâ and âMoral Dilemma Stories Inventory for Childrenâ. Both were developed in English and then adapted into Turkish. It was found that, in both sample, girlsâ value perception scores were significantly higher than boysâ scores. Videogames primarily produced for entertainment were the most preferred games by Turkish and British children while educational and serious videogames were the least preferred. Traditional games in sports (soccer, cricket, etc.) were preferred more by British children, while traditional action games (dodgeball, playing tag etc.) were preferred more by Turkish children. It was found that action-adventure and role-playing videogames predicted childrenâs value perception negatively, and simulation and puzzle videogame genres predicted childrenâs value perceptions positively. Furthermore, movement-based traditional games (sports, action) predicted childrenâs value perceptions positively, while traditional competitive (racing) games predicted childrenâs value perceptions negatively
Derogatory, Racist, and Discriminatory Speech (DRDS) in Video Gaming
Video games have been examined for their effects on cognition, learning, health, and physiological arousal, yet research on social dynamics within video gaming is limited. Studies have documented the presence of derogation, racism, and discrimination in this anonymous medium. However, gamersâ firsthand experiences are typically examined qualitatively. Thus, this study aimed to establish a quantitative baseline for the frequency of derogatory, racist, and discriminatory speech (DRDS) in gaming. DRDS frequency, sexual harassment, and hate speech measures were administered to 150 individuals from online forums and social media groups. Descriptive and inferential analyses were used to gauge which factors affected DRDS rates. Sex, intergroup and fast-paced game types, time played with others, and identity portrayal showed positive correlations with DRDS. Results indicate an array of complex social and developmental factors contribute to experiencing, perceiving, and personally using DRDS. Implications include psychosocial health impacts similar to everyday harassment, with women being at a higher risk and age as a contributing factor
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Mobile Technology Use and School Readiness in Low-Income Preschoolers
Once a luxury, mobile devices are now utilized by most members of society, including those in even the poorest communities. Unfortunately, little research has examined the effects of mobile media use in young children, and even less on young children from low-SES communities. Past research on television, and preliminary research on mobile technology, suggests that mobile media may affect school readiness, and that the direction and strength of this relation could depend on the content and context of the use. The current study examined the relation between mobile media use and a composite school readiness measure that included preliteracy, emergent math, and executive functioning, in a sample of low SES preschoolers. We found that weekly mobile media time significantly predicted poorer school readiness skills, which was predicted given the scarcity of high-quality apps for preschoolers. This relation was especially clear in regard to preschoolersâ executive functioning, which had not been previously examined. While the effects of content and context of the usage were examined, few relationships emerged, perhaps due to measurement issues. The main results are concerning because children in this sample already have poorer school readiness than the general U.S. population, and their parents report considerable screen use. The results support efforts to limit screen time of preschoolers and are a step towards understanding the complicated relation between achievement and mobile technology use in preschoolers
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