关键词
电子游戏,学习成绩,游戏玩家,中学教育,青少年,调查,ICT,数字休闲
摘要
玩电子游戏对年轻人的健康,社交和学习成绩的潜在负面影响引起了人们极大的关注。针对这一方面,有研究指出电子游戏对学习成绩不利,而另一些研究则表明游戏所带来的积极作用。因此,我们对瓦伦西亚大区青少年学生玩电子游戏的时间与其学业成绩之间的关系进行了研究。研究使用了经专家鉴别验证的临时问卷 (有效性和可靠性为0.8) ,以开展这一横向事后回溯研究 。研究根据该大区的中学生群体人口比例设计了一个代表性的分层样本,并收集了1502份问卷。研究显示,青少年每天平均花费47.23分钟在玩电子游戏上,周中花费的时间少于周末。那些在周中花更多时间在电子游戏上的学生,会有更多科目不及格,而那些在周末花更多时间在电子游戏上的学生,在学校会获得更好的成绩。此外,频繁,中等和偶尔玩游戏的学生其学业成绩良好,而沉迷游戏的学生则相反。许多偶尔玩游戏的学生的课业表现都不错,由此可见花一些时间在电子游戏上似乎并不会影响学习成绩。
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技术信息
收到: 21-01-2020
修订: 10-03-2020
公认: 28-04-2020
OnlineFirst: 15-06-2020
发布日期: 01-10-2020
文章修改时间: 49 天 | 期刊编号的平均时间修订 65: 36 天
文章接受时间: 97 天 | 期刊编号的平均接受时间 65: 78 天
预印本编辑时间: 208 天 | 期刊编号的平均编辑时间预印 65: 190 天
文章编辑时间: 253 天 | 期刊编号的平均编辑时间 65: 235 天
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被引用
引述 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
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.
引述 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
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https://doi.org/10.1109/ICCSE51940.2021.9569312
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引述 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.
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替代指标
如何引用
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