Palabras clave

Videojuegos, rendimiento académico, videojugadores, educación secundaria, adolescentes, encuesta, TIC, ocio tecnológico

Resumen

El uso de los videojuegos entre los jóvenes ha generado una gran preocupación por sus posibles efectos negativos para su salud, socialización y rendimiento académico. Respecto a este último aspecto, existen estudios que apuntan a que los videojuegos son negativos para el rendimiento académico mientras que en otras investigaciones se encuentran efectos positivos. Por esto, el presente trabajo se ocupa de las relaciones entre el tiempo de uso de videojuegos y el rendimiento académico de los escolares adolescentes de la Comunidad Valenciana. Se utilizó un cuestionario ad hoc, validado a través de juicio de expertos (0,8 validez y confiabilidad) para realizar este estudio transversal ex post facto. Se diseñó una muestra representativa estratificada y proporcional a la población de alumnado de ESO de dicha comunidad autónoma y se recogieron 1.502 cuestionarios. Los adolescentes dedican una media de 47,23 minutos al día a jugar a videojuegos, menos entre semana que en fin de semana. Aquellos que dedican más tiempo a los videojuegos entre semana suspenden más asignaturas y los que dedican más tiempo los fines de semana sacan mejores notas escolares. Además, los jugadores frecuentes, moderados y muchos de los ocasionales obtienen buenos resultados académicos, mientras que les ocurre lo contrario a los jugadores intensivos. Muchos de los jugadores ocasionales obtienen buen rendimiento, por lo que la dedicación de un tiempo moderado a los videojuegos no parece afectar al rendimiento académico.

Ver infografía

Referencias

Adelantado-Renau, M., Moliner-Urdiales, D., Cavero-Redondo, I., Beltran-Valls, M., Martínez-Vizcaíno, V., & Álvarez-Bueno, C. (2019). Association between screen media use and academic performance among children and adolescents. A systematic review and meta-analysis. JAMA Pediatrics, 173(11), 1058-1067 https://doi.org/10.1001/jamapediatrics.2019.3176

Link DOI | Link Google Scholar

Aguilar, J., Cumbá, C., Cortés, A., Collado, A.M., García, R., & Pérez, D. (2010). Habits or inappropriate behaviors and poor academic results in students of secondary school. Revista Cubana de Higiene y Epidemiología, 48(3), 280-290. https://bit.ly/2RbTDvs

Link Google Scholar

Alfageme, B., & Sánchez, P. (2003). Un instrumento para evaluar el uso y las actitudes hacia los videojuegos. Pixel-Bit, 20, 17-32. https://bit.ly/2Rdes9A

Link Google Scholar

Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. Cyberpsychology & Behavior, 10(4), 552-559. https://doi.org/10.1089/cpb.2007.9991

Link DOI | Link Google Scholar

Asociación Española de Distribuidores y Editores de Software de Entretenimiento (Ed.) (2011). El videojugador español: Perfil, hábitos e inquietudes de nuestros gamers. https://bit.ly/2Rvvmza

Link Google Scholar

Asociación Española de Videojuegos (Ed.) (2018). Anuario de la industria del videojuego, 2017. https://bit.ly/2RB7Xwz

Link Google Scholar

Badía, M.M., Clariana, M., Gotzens, C., Cladellas, R., & Dezcallar, T. (2015). Videojuegos, televisión y rendimiento académico en alumnos de primaria. Pixel-Bit, 46, 25-38. https://doi.org/10.12795/pixelbit.2015.i46.02

Link DOI | Link Google Scholar

Barnett, T.A., Kelly, A.S., Young, D.R., Perry, C.K., Pratt, C.A., Edwards, N.M., Rao, G., & Vos, M.B. (2018). Sedentary behaviors in today’s youth: Approaches to the prevention and management of childhood obesity. A scientific statement from the American Heart Association. Circulation, 138, e142-e159. https://doi.org/10.1161/CIR.0000000000000591

Link DOI | Link Google Scholar

Benedicto, J., Echaves, A., Jurado, T., Ramos, M., & Tejerina, B. (2017). Informe Juventud 2016. Instituto de la Juventud. https://bit.ly/2NNvvND

Link Google Scholar

Borgonovi, F. (2016). Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries. Journal of Adolescence, 48, 45-61. https://doi.org/10.1016/j.adolescence.2016.01.004

Link DOI | Link Google Scholar

Buckingham, D. (2008). Youth, identity, and digital media. MIT Press. https://bit.ly/3diPspD

Link Google Scholar

Callejo, M.J. (2016). Variables explicativas de la audiencia de videojuegos entre los españoles menores de 25 años. Comunicación y Sociedad, 25, 43-69. https://doi.org/10.32870/cys.v0i25.4421

Link DOI | Link Google Scholar

Devís-Devís, J., Beltrán-Carrillo, V., & Peiró-Velert, C. (2015). Exploring socio-ecological factors influencing active and inactive Spanish students in years 12 and 13. Sport, Education and Society, 20(3), 361-380. https://doi.org/10.1080/13573322.2012.754753

Link DOI | Link Google Scholar

Drummond, A., & Sauer, J.D. (2014) Video-games do not negatively impact adolescent academic performance in science, mathematics or reading. PLoS One, 9(4). https://doi.org/10.1371/journal.pone.0087943

Link DOI | Link Google Scholar

Drummond, A., & Sauer, J.D. (2020). Timesplitters: Playing video games before (but not after) school on weekdays is associated with poorer adolescent academic performance. A test of competing theoretical accounts. Computers & Education, 144. https://doi.org/10.1016/j.compedu.2019.103704

Link DOI | Link Google Scholar

Forrest, C.J., King, D.L., & Delfabbro, P.H. (2015). The gambling preferences and behaviors of a community sample of Australian regular video game players. Journal of Gambling Studies, 32(2), 409-420. https://doi.org/10.1007/s10899-015-9535-0

Link DOI | Link Google Scholar

Gee, P. (2004). Lo que nos enseñan los videojuegos sobre el aprendizaje y el alfabetismo. Aljibe.

Link Google Scholar

Gómez-Gonzalvo, F., Molina, P., & Devís-Devís, J. (2020). Which are the patterns of video game use in Spanish school adolescents? Gender as a key factor. Entertainment Computing, 34. https://doi.org/10.1016/j.entcom.2020.100366

Link DOI | Link Google Scholar

Gonzálvez, M.T., Espada, J.P., & Tejeiro, R. (2017). El uso problemático de videojuegos está relacionado con problemas emocionales en adolescentes. Adicciones, 29(3), 180-185. https://doi.org/10.20882/adicciones.745

Link DOI | Link Google Scholar

Gros, B. (2007). Digital games in education: The design of game-based learning environments. Journal of Research on Technology in Education, 40(1), 23-38. https://doi.org/10.1080/15391523.2007.10782494

Link DOI | Link Google Scholar

Gros, B. (2008). Videojuegos y aprendizaje. Graó.

Link Google Scholar

Harlem, K. (2014). Video game strategies as predictors of academic achievement. Journal Educational Computing Research, 50(2), 271-284. https://doi.org/10.2190/EC.50.2.g

Link DOI | Link Google Scholar

Hartanto, A., Toh, W.X., & Yang, H. (2018). Context counts: The different implications of weekday and weekend video gaming for academic performance in mathematics, reading, and science. Computers & Education, 120, 51-63. https://doi.org/10.1016/j.compedu.2017.12.007

Link DOI | Link Google Scholar

Jackson, L., Von-Eye, A., Fitzgerald, H., Witt, E., & Zhao, Y. (2011). Internet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem. Computers in Human Behaviour, 27, 599-604. https://doi.org/10.1016/j.chb.2010.10.019

Link DOI | Link Google Scholar

Lizandra, J., Devís-Devís, J., Pérez-Gimeno, E, Peiró-Velert, C., & Valencia-Peris, A. (2016). Does sedentary behaviour predict academic performance in adolescents or the other way round? A longitudinal path analysis. PLoS One, 11(4). https://doi.org/10.1371/journal.pone.0153272

Link DOI | Link Google Scholar

Lucas, K., & Sherry, J.L. (2004). Sex differences in video game play: a communication-based explanation. Communication Research, 31(5), 499-523. https://doi.org/10.1177/0093650204267930

Link DOI | Link Google Scholar

Lynn, M.R. (1986). Determination and quantification of content validity. Nursing Research, 35, 382-385. https://doi.org/10.1097/00006199-198611000-00017

Link DOI | Link Google Scholar

Ministerio de Educación y Formación Profesional (Ed.) (2018). Datos y cifras. Curso escolar 2018/19. Ministerio de Educación y Formación Profesional. https://bit.ly/3c6hjcw

Link Google Scholar

Newzoo (Ed.) (2018). Global games market report. Newzoo. https://bit.ly/30Gnor8

Link Google Scholar

Organización Mundial de la Salud (Ed.) (2019). Guidelines on physical activity, sedentary behaviour and sleep for children under 5 years of age. World Health Organization. https://bit.ly/2ufOyJr

Link Google Scholar

Parra, D., García-de-Diego, A., & Pérez, J. (2009). Hábitos de uso de los videojuegos en España entre los mayores de 35 años. Revista Latina de Comunicación Social, 12(64), 649-704. https://doi.org/10.4185/rlcs-64-2009-855-694-707

Link DOI | Link Google Scholar

Pedrero-Pérez, E., Ruiz-Sánchez-de-León, J.M., Rojo-Mota, G., Llanero-Luque, M., Pedrero-Aguilar, J., Morales-Alonso, S., & Puerta-García, C. (2018). Tecnologías de la información y la comunicación: Uso problemático de Internet, videojuegos, teléfonos móviles, mensajería instantánea y redes sociales mediante el Multicage-TIC. Adicciones, 30(1), 19-32. https://doi.org/10.20882/adicciones.806

Link DOI | Link Google Scholar

Peiró-Velert, C., Valencia-Peris, A., González, L.M., García-Massó, X., Serra-Añó, P., & Devís-Devís, J. (2014). Screen media usage, sleep time and academic performance in adolescents: clustering a self-organizing maps analysis. PLoS One, 9(6), e99478. https://doi.org/10.1371/journal.pone.0099478

Link DOI | Link Google Scholar

Pereira, S., Fillol, J., & Moura, P. (2019). Young people learning from digital media outside of school: The informal meets the formal. [El aprendizaje de los jóvenes con medios digitales fuera de la escuela: De lo informal a lo formal]. Comunicar, 58, 41-50. https://doi.org/10.3916/C58-2019-04

Link DOI | Link Google Scholar

Phan, M.H., Jardina, J.R., Hoyle, S., & Chaparro, B.S. (2012). Examining the role of gender in video game usage, preference, and behavior. In Proceedings of the Human Factors and Ergonomics Society Annual Meeting (pp. 1496-1500). Sage. https://doi.org/10.1177/1071181312561297

Link DOI | Link Google Scholar

Polit, D.F., Beck, C.T., & Owen, S.V. (2007). Is the CVI an acceptable indicator of content validity? Appraisal and recommendations. Research in Nursing and Health, 30, 459-467. https://doi.org/10.1002/nur.20199

Link DOI | Link Google Scholar

Rosas, R., Nussbaum, M., Cumsille, P., Marianov, V., Correa, M., Flores, P., Grau, V., Lagos, F., López, X., López, V., Rodriguez, P., & Salinas, M. (2003). Beyond Nintendo: Design and assessment of educational video games for first and second grade students. Computers and Education, 40, 71-94. https://doi.org/10.1016/S0360-1315(02)00099-4

Link DOI | Link Google Scholar

Schmitt, Z., & Livingston, M. (2015). Video game addiction and college performance among males: Results from a 1 year longitudinal study. Cyberpsychology, Behavior, and Social Networking, 18(1), 25-29. https://doi.org/10.1089/cyber.2014.0403

Link DOI | Link Google Scholar

Sierra, R. (2003). Técnicas de investigación social. Teoría y ejercicios. Thompson.

Link Google Scholar

Silió, E. (2014, 8 March). Las tiranías del informe PISA. El País. https://bit.ly/2TGTxNQ

Link Google Scholar

Toker, S., & Baturay, M.H. (2016). Antecedents and consequences of game addiction. Computers and Human Behavior, 55, 668-679. https://doi.org/10.1016/j.chb.2015.10.002

Link DOI | Link Google Scholar

Valdemoros-San-Emeterio, M.A., Sanz-Arazuri, E, & Ponce-de-León, A. (2017). Ocio digital y ambiente familiar en estudiantes de Postobligatoria. [Digital leisure and perceived family functioning in youth of upper secondary education]. Comunicar, 50, 99-108. https://doi.org/10.3916/C50-2017-09

Link DOI | Link Google Scholar

Valencia-Peris, A., Devís-Devís, J., & Peiró-Velert, C. (2014). El uso sedentario de medios tecnológicos de pantalla: perfil sociodemográfico de los adolescentes españoles. Retos, 26, 21-26. https://bit.ly/2RC7fPx

Link Google Scholar

Valencia-Peris, A., Devís-Devís, J., & Peiró-Velert, C. (2016). Involvement in sedentary activities and academic performance in adolescents: Differences according to sociodemographic variables. Cultura y Educación, 28(2), 301-327. https://doi.org/10.1080/11356405.2016.1158451

Link DOI | Link Google Scholar

Ventura, M., Shute, V., & Kim, Y.J. (2012). Video gameplay, personality and academic performance. Computers & Education, 58, 1260-1266. https://doi.org/10.1016/j.compedu.2011.11.022

Link DOI | Link Google Scholar

Ventura, M., Shute, V., & Zhao, W. (2013). The relationship between video game use and a performance-based measure of persistence. Computers and Education, 60(1), 52-58. https://doi.org/10.1016/j.compedu.2012.07.003

Link DOI | Link Google Scholar

Young, M.F., Slota, S., Cutter, A.B., Jalette, G., Mullin, G., Lai, B., Simeoni, Z., Tran, M., & Yukhymenko, M. (2012). Our princes is in another castle: a review of trends in serious gaming for education. Review of Educational Research, 82(1), 61-89. https://doi.org/10.3102/0034654312436980

Link DOI | Link Google Scholar

Ficha técnica

Recibido: 21-01-2020

Revisado: 10-03-2020

Aceptado: 28-04-2020

OnlineFirst: 15-06-2020

Fecha publicación: 01-10-2020

Tiempo de revisión del artículo : 49 (en días) | Media de tiempo de revisión de los manuscritos del número 65: 36 (en días)

Tiempo de aceptación del artículo: 97 (en días) | Media tiempo aceptación de los manuscritos del número 65: 78 (en días)

Tiempo de edición OnlineFirst: 208 (en días) | Media tiempo edición de los OnlineFirst del número 65: 190 (en días)

Tiempo de publicacicón final del artículo: 253 (en días) | Media tiempo de publicación final de los articulos del número 65: 235 (en días)

Métricas

Métricas de este artículo

Vistas: 16670

Lectura del abstract: 11721

Descargas del PDF: 4949

Métricas completas de Comunicar 65

Vistas: 362098

Lectura del abstract: 308695

Descargas del PDF: 53403

Citado por

Citas en Web of Science

Diaz-Lopez, Adoracion; Belen Mirete-Ruiz, Ana; Maquilon-Sanchez, Javier; . Adolescents' Perceptions of Their Problematic Use of ICT: Relationship with Study Time and Academic Performance Praxis educativa, 2021.

https://doi.org/10.3390/ijerph18126673

Fraga-Varela, Fernando; Vila-Counago, Esther; Rodriguez-Groba, Ana; . Serious Games and Mathematical Fluency: A Study from the Gender Perspective in Primary Education Anuario, 2021.

https://doi.org/10.3390/su13126586

Garcia-Jimenez, Jesus; Torres-Gordillo, Juan-Jesus; Rodriguez-Santero, Javier; . Factors Associated with School Effectiveness: Detection of High- and Low-Efficiency Schools through Hierarchical Linear Models EDUCATION SCIENCES, 2022.

https://doi.org/10.3390/educsci12010059

Nunez-Pacheco, R; Barreda-Parra, A; (...); Aguaded, I. Use of Videogames and Knowledge of Gamification in University Students TEEM'21: NINTH INTERNATIONAL CONFERENCE ON TECHNOLOGICAL ECOSYSTEMS FOR ENHANCING MULTICULTURALITY, 2021.

https://doi.org/10.1145/3486011.3486436

Abou Naaj, Mahmoud; Nachouki, Mirna; . Distance Education during the COVID-19 Pandemic: The Impact of Online Gaming Addiction on University Students' Performance INTERNATIONAL JOURNAL OF ADVANCED COMPUTER SCIENCE AND APPLICATIONS, 2021.

https://doi.org/#EANF#

Sanchez-Miguel, PA; Sevil-Serrano, J; (...); Tapia-Serrano, MA. School and non-school day screen time profiles and their differences in health and educational indicators in adolescents SCANDINAVIAN JOURNAL OF MEDICINE & SCIENCE IN SPORTS, 2022.

https://doi.org/10.1111/sms.14214

Nkadimeng, M and Ankiewicz, P. The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education JOURNAL OF SCIENCE EDUCATION AND TECHNOLOGY, 2022.

https://doi.org/10.1007/s10956-022-09981-0

Rihtaric, ML; Vrselja, I and Low, A. Relationship Between Passion for Playing Video Games and Behavioral School Engagement: Mediation Through Time Spent Playing CYBERPSYCHOLOGY-JOURNAL OF PSYCHOSOCIAL RESEARCH ON CYBERSPACE, 2022.

https://doi.org/10.5817/CP2022-3-7

Garcia-Gil, MA; Fajardo-Bullon, F and Felipe-Castano, E. Analysis of academic performance and mental health of secondary school students by access to technological resources EDUCACION XX1, 2022.

https://doi.org/10.5944/educxx1.31833

Carrillo-Lopez, PJ and Hortiguela-Alcala, D. Teacher Formative Evaluative Practices and Academic Performance in Primary School Students REICE-REVISTA IBEROAMERICANA SOBRE CALIDAD EFICACIA Y CAMBIO EN EDUCACION, 2023.

https://doi.org/10.15366/reice2023.21.1.001

Garcia-Gil, MA; Fajardo-Bullon, F; (...); Sanchez-Casado, I. Problematic Video Game Use and Mental Health among Spanish Adolescents Garcia-Gil, MA; Fajardo-Bullon, F; (...); Sanchez-Casado, I INTERNATIONAL JOURNAL OF ENVIRONMENTAL RESEARCH AND PUBLIC HEALTH, 2023.

https://doi.org/10.3390/ijerph20010349

Gromada, A. Moderate Gaming and Internet Use Show Positive Association with Online Reading of 10-Year-Olds in Europe COMPUTERS AND EDUCATION OPEN, 2022.

https://doi.org/10.1016/j.caeo.2022.100109

Diaz Lopez, A; Maquilon Sanchez, JJ and Mirete Ruiz, AB. Validation of the Ud-TIC scale on the problematic use of mobile phones and video games as mediators of social skills and academic performance Revista Espanola de Pedagogia, 2022.

https://doi.org/10.22550/REP80-3-2022-06

Mora-Salgueiro, J; Feijoo, S; (...); Rial, A. GAMING HABITS AND SYMPTOMS OF VIDEO GAME ADDICTION IN SPANISH ADOLESCENTS BEHAVIORAL PSYCHOLOGY-PSICOLOGIA CONDUCTUAL, 2022.

https://doi.org/10.51668/bp.8322302n

Iglesias-Caride, G; Dominguez-Alonso, J and Gonzalez-Rodriguez, R. Gender and age influence on adolescents' video games use PSYCHOLOGY SOCIETY & EDUCATION, 2022.

https://doi.org/10.21071/psye.v14i2.14267

Gou, JW; Wu, LJ and Li, H. How is Video Game Playing Time Linked to Parent-Child Communication Frequency? A Longitudinal Cross-Lagged Analysis LECTURE NOTES IN ARTIFICIAL INTELLIGENCE, 2022.

https://doi.org/10.1007/978-3-031-05637-6_21

Lopez, PJC and Perujo, MG. Impact of the state of alarm after COVID-19 on the habitual consumption of video games in primary schoolchildren INNOEDUCA-INTERNATIONAL JOURNAL OF TECHNOLOGY AND EDUCATIONAL INNOVATION, 2022.

https://doi.org/10.24310/innoeduca.2022.v8i2.13758

Lerida-Ayala, V; Aguilar-Parra, JM; (...); Luque-de la Rosa, AL. Internet and Video Games: Causes of Behavioral Disorders in Children and Teenagers CHILDREN-BASEL, 2023.

https://doi.org/10.3390/children10010086

Citas en Scopus

Fraga-Varela, F., Vila-Couñago, E., Rodríguez-Groba, A. . Serious games and mathematical fluency: A study from the gender perspective in primary education), Sustainability (Switzerland), .

https://doi.org/10.3390/su13126586

Naaj, M.A., Nachouki, M., Lezzar, S. . The impact of video game addiction on students' performance during COVID-19 pandemic), Sustainability (Switzerland), .

https://doi.org/10.1109/ICCSE51940.2021.9569312

Díaz-López, A., Mirete-Ruiz, A.B., Maquilón-Sánchez, J. . Adolescents’ perceptions of their problematic use of ict: Relationship with study time and academic performance), International Journal of Environmental Research and Public Health, .

https://doi.org/10.3390/ijerph18126673

García-Jiménez, J., Torres-Gordillo, J.-J., Rodríguez-Santero, J.. Factors Associated with School Effectiveness: Detection of High-and Low-Efficiency Schools through Hierarchical Linear Models), Education Sciences, .

https://doi.org/10.3390/educsci12010059

Núñez-Pacheco, R., Barreda-Parra, A., Guillén-Chávez, E.-P., Aguaded, I.. Use of Videogames and Knowledge of Gamification in University Students), ACM International Conference Proceeding Series, .

https://doi.org/10.1145/3486011.3486436

Nkadimeng, M., Ankiewicz, P. . The Affordances of Minecraft Education as a Game-Based Learning Tool for Atomic Structure in Junior High School Science Education), Journal of Science Education and Technology, .

https://doi.org/10.1007/s10956-022-09981-0

Rihtarić, M.L., Vrselja, I., Löw, A.. Relationship Between Passion for Playing Video Games and Behavioral School Engagement: Mediation Through Time Spent Playing), Cyberpsychology, .

https://doi.org/10.5817/CP2022-3-7

García-Gil, M.Á., Fajardo-Bullón, F., Felipe-Castaño, E. . Analysis of academic performance and mental health of secondary school students by access to technological resources), Educacion XX1, .

https://doi.org/10.5944/educxx1.31833

Sánchez-Miguel, P.A., Sevil-Serrano, J., Sánchez-Oliva, D., Tapia-Serrano, M.A. . School and non-school day screen time profiles and their differences in health and educational indicators in adolescents ), Scandinavian Journal of Medicine and Science in Sports, .

https://doi.org/10.1111/sms.14214

Gou, J., Wu, L., Li, H. . How is Video Game Playing Time Linked to Parent-Child Communication Frequency? A Longitudinal Cross-Lagged Analysis), Lecture Notes in Computer Science, .

https://doi.org/10.1007/978-3-031-05637-6_21

Ken Lun, C.C., Rong, T.H., Seng, L.K., (...), Tin, T.T., Batumalay, M. . A CASE STUDY ON THE IMPACT OF VIDEO GAMES TOWARDS MALAYSIAN YOUTH), Journal of Theoretical and Applied Information Technology, .

Link Google Scholar

Díaz López, A., Maquilón Sánchez, J.J., Mirete Ruiz, A.B.. Validation of the Ud-TIC scale on the problematic use of mobile phones and video games as mediators of social skills and academic performance ), Revista Espanola de Pedagogia, .

https://doi.org/10.22550/REP80-3-2022-06

Iglesias-Carid, G., Domínguez-Alonso, J., González-Rodrígue, R.. Gender and age influence on adolescents' video games use), Psychology, Society and Education, .

https://doi.org/10.21071/psye.v14i2.14267

López-Noguero, F., Gallardo-López, J.A., Muñoz-Villaraviz, D.. Video Games and Pre-Adolescence. Use, Habits and Socio- Educational Implications According to Gender ), Revista Colombiana de Educacion, .

https://doi.org/10.17227/rce.num84-12701

Moreno, A.G., del Mar Molero Jurado, M.. The relationship between creativity and academic achievement in adolescence: A systematic review ), Revista de Psicologia Clinica con Ninos y Adolescentes, .

Link Google Scholar

Román-Sánchez, D., De-La-Fuente-Rodríguez, J.M., Paramio, A., (...), Lepiani-Díaz, I., López-Millan, M.-R.. Evaluating satisfaction with teaching innovation, its relationship to academic performance and the application of a video-based microlearning), Nursing Open, .

https://doi.org/10.1002/nop2.1828

López, A.D., Sánchez, J.J.M., Ruiz, A.B.M.. Influence of technological stress and parental mediation on study time and evaluations of adolescents), Revista Electronica Interuniversitaria de Formacion del Profesorado, .

https://doi.org/10.6018/reifop.544931

Carrillo-López, P.J., Hortigüela-Alcalá, D.. Teacher Formative Evaluative Practices and Academic Performance in Primary School Students), REICE. Revista Iberoamericana Sobre Calidad, Eficacia y Cambio en Educacion, .

https://doi.org/10.15366/reice2023.21.1.001

García-Gil, M.Á., Fajardo-Bullón, F., Rasskin-Gutman, I., Sánchez-Casado, I.. Problematic Video Game Use and Mental Health among Spanish Adolescents), International Journal of Environmental Research and Public Health, .

https://doi.org/10.3390/ijerph20010349

Mora-Salgueiro, J., Feijóo, S., Braña, T., Varela, J., Rial, A.. GAMING HABITS AND SYMPTOMS OF VIDEO GAME ADDICTION IN SPANISH ADOLESCENTS), Behavioral Psychology/ Psicologia Conductual, .

https://doi.org/10.51668/bp.8322302n

Citas en Google Scholar

Fraga-Varela, F., Vila-Couñago, E., & Rodríguez-Groba, A. (2021). Serious games and mathematical fluency: A study from the gender perspective in primary education. Sustainability, 13(12), 6586.

https://www.mdpi.com/2071-1050/13/12/6586

Díaz-López, A., Mirete-Ruiz, A. B., & Maquilón-Sánchez, J. (2021). Adolescents’ Perceptions of Their Problematic Use of ICT: Relationship with Study Time and Academic Performance. International Journal of Environmental Research and Public Health, 18(12), 6673.

https://www.mdpi.com/1158170

Chacón, J. S. V., Pardo, J. A. T., & Méndez, M. C. O. Call of Duties: Efecto de los videojuegos en el compromiso académico. SUPUESTOS, 27.

http://revistasupuestos.com/s/REVISTA-XXIV-completajul8.pdf#page=29

López-Noguero, F., Gallardo-López, J. A., & Muñoz-Villaraviz, D. (2022). Videojuegos y preadolescencia. Uso, hábitos e implicaciones socioeducativas en función del género. Revista Colombiana de Educación, 1(84).

https://revistas.pedagogica.edu.co/index.php/RCE/article/view/12701

Cusma Celi, M. S. Y. (2022). Dependencia a los videojuegos y comportamiento agresivo en estudiantes del Distrito Chota–Cajamarca.

https://repositorio.ucv.edu.pe/handle/20.500.12692/90971

Luzuriaga, V., Toaza, V., Caisaluisa, S., & Jaramillo, J. (2022). Videogames in Education and Culture. Athenea Engineering sciences journal, 3(8), 5-11.

https://athenea.autanabooks.com/index.php/revista/article/view/37

Núñez-Pacheco, R., Barreda-Parra, A., Guillén-Chávez, E. P., & Aguaded, I. (2021, October). Use of Videogames and Knowledge of Gamification in University Students. In Ninth International Conference on Technological Ecosystems for Enhancing Multiculturality (TEEM'21) (pp. 145-149).

https://dl.acm.org/doi/abs/10.1145/3486011.3486436

Toapanta, C., Munoz, A., Arauz, A., Naranjo, S., & Carranza, M. (2022). Technologies and Videogames: Influences on society. Athenea Engineering sciences journal, 3(8), 22-31.

https://athenea.autanabooks.com/index.php/revista/article/view/39

Osorio-Pérez, D. J., & Blanco-Enríquez, F. E. (2020). Level of dependence on video games in adolescents from family and non-family homes in the South of Veracruz, Mexico. Journal: Journal Health Education and Welfare, 24-31.

#EANF#

Flores, E. G. C., & Gonzalez, I. Á. G. (2022). Dependencia a los videojuegos y su relación con el estrés académico en adolescentes. Ciencia Latina Revista Científica Multidisciplinar, 6(3), 1438-1459.

https://www.ciencialatina.org/index.php/cienciala/article/view/2305

Dávila Díaz, R. M., & García Zapata, M. C. (2021). Adicción a los videojuegos en adolescentes: Una revisión sistemática.

https://repositorio.ucv.edu.pe/handle/20.500.12692/69556

García-Gil, M. Á., Fajardo-Bullón, F., & Felipe-Castaño, E. Análisis del rendimiento académico y la salud mental de los alumnos de educación secundaria según el acceso a los recursos tecnológicos. Educación XX1, 25(2), 243-270.

https://revistas.uned.es/index.php/educacionXX1/article/view/31833

García-Jiménez, J., Torres-Gordillo, J. J., & Rodríguez-Santero, J. (2022). Factors Associated with School Effectiveness: Detection of High-and Low-Efficiency Schools through Hierarchical Linear Models. Education Sciences, 12(1), 59.

https://www.mdpi.com/1452646

Abou Naaj, M., & Nachouki, M. (2021). Distance Education during the COVID-19 Pandemic: The Impact of Online Gaming Addiction on University Students’ Performance. International Journal of Advanced Computer Science and Applications, 12(9).

...

Gou, J., Wu, L., & Li, H. (2022). How is Video Game Playing Time Linked to Parent-Child Communication Frequency? A Longitudinal Cross-Lagged Analysis. In International Conference on Human-Computer Interaction (pp. 340-353). Springer, Cham.

https://link.springer.com/chapter/10.1007/978-3-031-05637-6_21

Abou Naaj, M., Nachouki, M., & LEzzar, S. (2021, August). The impact of Video Game Addiction on Students’ Performance During COVID-19 Pandemic. In 2021 16th International Conference on Computer Science & Education (ICCSE) (pp. 55-60). IEEE.

https://ieeexplore.ieee.org/abstract/document/9569312/

Rihtarić, M. L., Vrselja, I., & Löw, A. (2022). Relationship between passion for playing video games and behavioral school engagement: Mediation through time spent playing. Cyberpsychology: Journal of Psychosocial Research on Cyberspace, 16(3).

https://cyberpsychology.eu/article/view/15298

Silventoinen, J., Viitanen, R., & OriginalityCheck-järjestelmällä, T. (2022). Videopelaamisen yhteydet koulumenestykseen.

https://www.utupub.fi/bitstream/handle/10024/153788/Gradu_Silventoinen_Viitanen_A.pdf?sequence=1

森聡太, 長谷和久, & 毛新華. (2022). 大学生のオンラインゲームの利用と援助行動との関連――ゲームの種類, 利用時間, そして社会的スキルの観点を含めて. パーソナリティ研究, 30(3), 170-173.

https://www.jstage.jst.go.jp/article/personality/30/3/30_30.3.10/_article/-char/ja/

Descarga

Métricas alternativas

Cómo citar

Gómez-Gonzalvo, F., Devís-Devís, J., & Molina-Alventosa, P. (2020). Video game usage time in adolescents’ academic performance. [El tiempo de uso de los videojuegos en el rendimiento académico de los adolescentes]. Comunicar, 65, 89-99. https://doi.org/10.3916/C65-2020-08

Compartir

           

Oxbridge Publishing House

4 White House Way

B91 1SE Sollihul Reino Unido

Administración

Redacción

Creative Commons

Esta web utiliza cookies para obtener datos estadísticos de la navegación de sus usuarios. Si continúas navegando consideramos que aceptas su uso. +info X