Sondeo sobre hábitos de consumo de los videojuegos

IF 0.5 Q4 EDUCATION & EDUCATIONAL RESEARCH Academia y Virtualidad Pub Date : 2020-10-22 DOI:10.18359/ravi.4391
Jorge Enrique Díaz-Pinzón
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引用次数: 2

Abstract

The goal of this research is to investigate the relationship of a group of high school students with video games, regarding two main aspects: students’ expectation level regarding such entertainment and its possible interference with other academic or not academic activities. For this, an open survey was carried out to identify the likes and consumption reasons of video game among students. The survey was applied to 330 elementary and middle school students from the Educational Institution General Santander in the municipality of Soacha, Cundinamarca, Colombia. The results show that Bartlett’s test of Sphericity was significant (3969.493, gl 171, Sig. 0.001) and the Kaiser-Meyer-Olkin (KMO) measure of sampling adequacy was very good (0.943). The instrument’s total alpha reliability, Cronbach’s alpha, calculated was (0.939), and the existence of 4 factors. In conclusion, the questionnaire’s efficacy, evaluated through factor analysis of the respondent’s answers, indicated that the survey had 3 main factors. Through the survey, it was also found that the student, by knowing many video games, also becomes an expert player in each one of them, and this represents an addiction that leads to forgetting their academic duties and even those that they must develop in their family environment.
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电子游戏消费习惯调查
本研究的目的是调查一组高中生与电子游戏的关系,主要从两个方面进行:学生对电子游戏的期望水平及其对其他学术或非学术活动的可能干扰。为此,进行了一项公开调查,以确定学生对电子游戏的喜爱和消费原因。这项调查适用于哥伦比亚Cundiamarca Soacha市桑坦德综合教育机构的330名中小学生。结果表明,Bartlett的球度检验是显著的(3969.493,gl 171,Sig.001),Kaiser-Meyer-Olkin(KMO)的采样充分性测量是非常好的(0.943)。仪器的总α可靠性Cronbachα计算为(0.939),并且存在4个因素。总之,通过对被调查者回答的因素分析来评估问卷的有效性,表明调查有3个主要因素。通过调查还发现,学生通过了解许多电子游戏,也成为了每一款游戏的专家玩家,这代表了一种成瘾,导致他们忘记了自己的学业职责,甚至忘记了他们必须在家庭环境中发展的职责。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Academia y Virtualidad
Academia y Virtualidad EDUCATION & EDUCATIONAL RESEARCH-
自引率
37.50%
发文量
12
审稿时长
20 weeks
期刊最新文献
La problemática de una política educativa en un mundo cambiante Retos de la educación superior para responder a las exigencias sociales en Colombia Metodología de enseñanza de la programación con un software basado en un lenguaje especializado en electrónica “Químicamente”, una experiencia investigativa con software educativo gamificado para estudiantes de grado 11 Funcionalidad familiar y vivencias en familias pertenecientes al Ejército Nacional de Colombia
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