The impact of interactive digital technology exposure on generation Z students learning performance in computer graphics and simulations: A comparative study of Greece and Serbia

V. Aleksić, D. Politis
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Abstract

As the functionality of modern digital societies is largely based on interactive digital technology, educational technology has inevitably gone through a process of digitalization. Studying information technology, computer science, or computer engineering in the post-digital era makes it very hard for students to disjoin personal technology needs, learning necessities, and future career demands, putting them at great risk for developing psychological disorders. The aim of this international comparative study is to examine the effects of interactive digital technology exposure on learning performance in computer graphics and simulations. To conduct a comparison of the 397 generation Z students from Greece and Serbia, a study was conducted evenly representing various geographic, economic, and socio-cultural environments. The research was realized between October 2021 and May 2022. The type of preferred gaming device was the most important digital technology exposure predictor of learning performance factors gain both in Greece and Serbia. Unexpectedly, digital gaming exposure and Internet gaming disorder were not significant predictors of academic success. The resulting model dually provides teachers with the opportunity to adapt their activities more efficiently and students with a self-diagnostic tool helping them to improve learning performance in the field of computer graphics and simulations more effectively.
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接触交互式数字技术对Z世代学生计算机图形学和模拟学习成绩的影响:希腊和塞尔维亚的比较研究
由于现代数字社会的功能在很大程度上是建立在交互式数字技术的基础上的,因此教育技术不可避免地要经历一个数字化的过程。在后数字时代,学习信息技术、计算机科学或计算机工程的学生很难将个人技术需求、学习需求和未来的职业需求分开,这使他们面临患心理障碍的巨大风险。这项国际比较研究的目的是检查交互式数字技术暴露对计算机图形学和模拟学习绩效的影响。为了对来自希腊和塞尔维亚的397名Z世代学生进行比较,一项研究均匀地代表了不同的地理、经济和社会文化环境。该研究于2021年10月至2022年5月期间完成。在希腊和塞尔维亚,首选游戏设备类型是最重要的数字技术暴露预测因素。出乎意料的是,数字游戏接触和网络游戏障碍并不是学业成功的显著预测因素。由此产生的模型既为教师提供了更有效地调整其活动的机会,也为学生提供了一种自我诊断工具,帮助他们更有效地提高计算机图形学和模拟领域的学习表现。
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发文量
22
审稿时长
12 weeks
期刊最新文献
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