计算机游戏技术对大学生学习成绩的影响

Ivan S. Shirshov, Olga M. Razumnikova
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引用次数: 0

摘要

文章研究了大学生在电脑游戏技术上花费时间的自我评估与学习成绩之间的关系。 研究结果的新颖之处在于,花费在电脑游戏上的时间对学生的学习成绩产生了负面影响。最能预测学生学业成绩不佳和出现学业负债的指标是每周游戏时间的衡量标准,即每周参与游戏时间超过 10 小时,则学业活动效率降低。 研究的目的是确定参与计算机游戏技术与学生学业成绩之间的关系。样本包括 389 名大学一年级和二年级学生(平均年龄 19 岁)。 假设:参与电脑游戏技术的程度会影响学生的学习成绩。 研究方法:为了确定学生参与游戏的具体情况以及对电脑游戏技术(CGT)的偏好,我们制作了一份调查问卷,其中包含有关游戏活动和电脑游戏技术偏好的问题。平均成绩和学业债务指数则来自大学的院长办公室数据库。 数据的统计分析包括相关分析和回归分析。 根据调查结果,整个样本中有 75% 的学生玩电脑游戏。回归分析结果显示,游戏时间越长(每天、每周、每年),学习成绩就会下降,学生债务就会增加。对学生成绩最有参考价值的预测指标是每周自我评估的游戏时间,当每周游戏时间超过 10 小时时,这些指标之间的关系最为稳定。 结论参与电脑游戏技术的程度会影响学生学习成绩的假设得到了证实。 研究结果可用于学生的心理和教学工作,让学生了解过度参与电脑游戏技术对学习成绩的影响,并预防电脑成瘾的初期症状。
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INFLUENCE OF COMPUTER GAMING TECHNOLOGIES ON UNIVERSITY STUDENTS’ ACADEMIC PERFORMANCE
The article examines the relationship between self-assessment of time spent on computer gaming technologies and academic performance of university students. The novelty of the obtained results is the negative impact of the time spent on computer games on the academic performance of students. The most informative predictor of academic underachievement and the occurrence of academic debt among students is the measure of gaming time per week, i.e. engagement in gaming for more than 10 hours per week is reduced effectiveness in academic activities. The goal is to identify the relationship between engagement in computer gaming technologies and students’ academic performance. The sample consists of 389 students (average age of 19 years) studying in their first and second years at the university. The hypothesis is that the degree of involvement in computer gaming technologies affects students’ academic performance. Research methods: To determine the specifics of gaming engagement and preferences in computer gaming technologies (CGT), we created a questionnaire with questions about gaming activity and CGT preferences. Indices of average performance and academic debt were obtained from the university’s dean’s office databases. Statistical analysis of the data involved the use of correlation and regression analysis. According to the survey results, 75% of the students in the entire sample play computer games. Regression analysis results revealed that longer gaming time (per day, week, year) corresponds to a decrease in academic performance and an increase in student debt. The most informative predictor of students’ performance is the measure of self-assessed gaming time per week, and the most stable relationship between these measures is observed when the gaming time exceeds 10 hours per week. Conclusion: The hypothesis that the degree of involvement in computer gaming technologies affects students’ academic performance has been confirmed. The results of the conducted research can be used for psychological and pedagogical work with students, to inform about the impact of excessive engagement in CGT on academic performance and to prevent the initial signs of computer addiction.
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31
审稿时长
8 weeks
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