Fernando Gómez-Gonzalvo, Universidad CEU Cardenal Herrera (España)
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.
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Fundref
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: 98 (en días) | Media tiempo aceptación de los manuscritos del número 65: 79 (en días)
Tiempo de edición OnlineFirst: 209 (en días) | Media tiempo edición de los OnlineFirst del número 65: 191 (en días)
Tiempo de publicacicón final del artículo: 254 (en días) | Media tiempo de publicación final de los articulos del número 65: 236 (en días)
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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