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The impact of video games on Students’ educational outcomes
Entertainment Computing ( IF 2.8 ) Pub Date : 2021-02-02 , DOI: 10.1016/j.entcom.2021.100412
Slobodan Adžić , Jarrah Al-Mansour , Hasnain Naqvi , Slobodan Stambolić

The use of video games among both youths and elders has been recognised as a remarkable trend and a global success for the video game companies. Although some of these games might be useful in certain academic areas, the majority of students have been using them from a leisure perspective and consequently became addicted users. Video games are also considered a main constraint that hinder high learning outcomes amongst university students. Due to the dearth of any research correlating the influence if such games to students’ learning outcomes in the Middle East in particular, we offer this study, which has two major objectives. First, it will explore whether gaming students achieve a different Grade Point Average (GPA) than their non-gaming peers or otherwise. Secondly, it will distinguish the GPA results of the intra-group students who are classified as heavy and non-heavy gamers. We adopted a quantitative approach and collected our data from a small public university situated in Saudi Arabia. Students with high academic achievement spend more time playing video games (p = .005), indeed almost as much as they spend on learning activities, and surprisingly they still earn high academic grades. The findings of this research, may improve the effectiveness of the strategies adopted by the online gaming industry to further improve these games with regard to education, as well as for behavioural and physiological studies to better reflect the interpretation of this phenomenon from a diverse perspective. A conclusion and the implications of this research are provided at the end of this study.



中文翻译:

电子游戏对学生教育成果的影响

在年轻人和老年人中使用视频游戏已被认为是视频游戏公司的一个显着趋势和全球性成功。尽管其中一些游戏在某些学术领域可能有用,但大多数学生从休闲角度使用它们,因此成为了上瘾的用户。电子游戏也被认为是阻碍大学生学习成果的主要限制因素。由于缺乏任何相关研究,尤其是这种游戏与中东学生的学习成果之间的影响,因此我们提供了本研究,该研究有两个主要目标。首先,它将探讨游戏学生与非游戏学生是否达到不同的平均绩点(GPA)。其次,它将区分被分为沉重游戏玩家和非沉重游戏玩家的组内学生的GPA结果。我们采用了定量方法,并从位于沙特阿拉伯的一所小型公立大学收集了数据。学业成绩优异的学生花在玩视频游戏上的时间更多(p = .005),实际上几乎等于他们在学习活动上花费的时间,而且令人惊讶的是,他们仍然获得较高的学业成绩。这项研究的结果可能会提高在线游戏行业在教育,行为和生理研究方面进一步改善这些游戏的策略的有效性,从而更好地从多种角度反映这种现象。本研究的最后提供了结论和本研究的意义。

更新日期:2021-02-11
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