The role of computer game playing and reading attitudes in digital reading achievement: evidence from Hong Kong 15-year-olds

IF 3.1 Q1 EDUCATION & EDUCATIONAL RESEARCH Research and Practice in Technology Enhanced Learning Pub Date : 2022-11-16 DOI:10.58459/rptel.2023.18019
Wenrui Zhang, Lei Gu
{"title":"The role of computer game playing and reading attitudes in digital reading achievement: evidence from Hong Kong 15-year-olds","authors":"Wenrui Zhang, Lei Gu","doi":"10.58459/rptel.2023.18019","DOIUrl":null,"url":null,"abstract":"The present study aimed to examine the associations among digital reading achievement, computer game playing, and reading attitudes using the Hong Kong data taken from the Programme for International Student Assessment (PISA) 2018 dataset. Both confirmatory factor analysis and structural equal modeling were adopted: 1) to identify the correlation among the three latent factors (i.e., digital reading achievement, computer game playing, and reading attitudes), 2) to measure the mediating effects of reading attitudes, and 3) to investigate the mediation relationship after controlling for gender difference. The results confirmed the importance of computer game playing and reading attitudes towards digital reading achievement. Specifically, computer game playing negatively correlated with digital reading achievement and reading attitudes, whereas reading attitudes positively correlated with computer-mediated reading performance even after gender was controlled. Interestingly, reading attitudes were found to mediate the magnitude of the impact of computer game playing on digital reading achievement. Taken together, the findings suggest: 1) excessive time spent in playing computer games results in poor performance in digitally assessed reading, 2) positive reading attitudes attenuate the negative effects of playing computer games against digital reading achievement, 3) such offsetting effect is even larger when controlling for gender.","PeriodicalId":37055,"journal":{"name":"Research and Practice in Technology Enhanced Learning","volume":"151 1","pages":"19"},"PeriodicalIF":3.1000,"publicationDate":"2022-11-16","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Research and Practice in Technology Enhanced Learning","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.58459/rptel.2023.18019","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"EDUCATION & EDUCATIONAL RESEARCH","Score":null,"Total":0}
引用次数: 0

Abstract

The present study aimed to examine the associations among digital reading achievement, computer game playing, and reading attitudes using the Hong Kong data taken from the Programme for International Student Assessment (PISA) 2018 dataset. Both confirmatory factor analysis and structural equal modeling were adopted: 1) to identify the correlation among the three latent factors (i.e., digital reading achievement, computer game playing, and reading attitudes), 2) to measure the mediating effects of reading attitudes, and 3) to investigate the mediation relationship after controlling for gender difference. The results confirmed the importance of computer game playing and reading attitudes towards digital reading achievement. Specifically, computer game playing negatively correlated with digital reading achievement and reading attitudes, whereas reading attitudes positively correlated with computer-mediated reading performance even after gender was controlled. Interestingly, reading attitudes were found to mediate the magnitude of the impact of computer game playing on digital reading achievement. Taken together, the findings suggest: 1) excessive time spent in playing computer games results in poor performance in digitally assessed reading, 2) positive reading attitudes attenuate the negative effects of playing computer games against digital reading achievement, 3) such offsetting effect is even larger when controlling for gender.
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
电脑游戏和阅读态度对数字阅读成绩的影响:来自香港15岁学生的证据
本研究旨在利用2018年国际学生评估计划(PISA)数据集中的香港数据,研究数字阅读成绩、电脑游戏和阅读态度之间的关系。采用验证性因子分析和结构平等模型,对数字阅读成就、电脑游戏和阅读态度这三个潜在因素进行相关性分析,对阅读态度的中介效应进行测量,并对性别差异进行控制后的中介关系进行研究。研究结果证实了玩电脑游戏和阅读态度对数字阅读成绩的重要性。具体而言,电脑游戏与数字阅读成绩和阅读态度呈负相关,而阅读态度与计算机介导的阅读表现呈正相关,即使在性别控制后也是如此。有趣的是,阅读态度被发现调解了电脑游戏对数字阅读成绩的影响程度。综上所述,研究结果表明:1)花在玩电脑游戏上的时间过多会导致数字阅读成绩不佳;2)积极的阅读态度会减弱玩电脑游戏对数字阅读成绩的负面影响;3)在控制性别的情况下,这种抵消作用甚至更大。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 去求助
来源期刊
CiteScore
7.10
自引率
3.10%
发文量
28
审稿时长
13 weeks
期刊最新文献
An investigation of students and teachers’ new media literacy: the contributing characteristics with the moderator role of gender Classroom implementation of an auxiliary problem presentation system for mechanics adapted to learners’ errors Correlation among game addiction, achievement emotion, and learning motivation: A study of Indonesian youth in the context of e-learning system The influence of gender on STEM career choice: A partial least squares analysis “I felt like I was on campus” creating a situated learning environment through Instagram
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1