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This anecdotal idea is supported by some research. 5 A!!! study found a negative correlation between 3)5 and time spent playing video games -5nderson D $ill, A!!!0. The correlation was relatively small. Time alone accounted for a EF variance in 3)5, yet the findings are significant. However, several older studies contend that the results of research have been mixed. 5 199G study suggests that 6there is no clear causal relationship between video game playing and academic performance7 -mes, 199G, p. E1B0. *t goes on to say that the research is 6sparse and contradictory7 -mes, 199G, p. E1B0.The effect that interactive digital media has on the learning process is not completely negative. *t is not that the medium itself is inherently flawed, but much of the information that gets transmittedthrough it may be. 5s was noted in a A!! study on media attention and cognitive abilities, 6content appears to be crucial7 -#chmidt D Vanderwater, A!!, p. B0. *f the content being consumed is positive, then positive results can be expected. *f the content is negative, then negative results can be expected. The study examined research from many sources in arriving at this conclusion.
Cambridge Handbook of the Learning Sciences, 2014
Hauppauge, New York : Nova Science Publisher's, Inc., 2014
Among digital technologies, video games (console or computer) take an important place in the daily life of young students. And the fact that they are interactive, has led some researchers to hypothesize a positive impact of video games on cognitive capacities. This study is part of a broad survey, conducted on 27 000 French teenagers (14.5 years old) in middle school (9th grade). The survey contained both a questionnaire on leisure activities practiced by teenagers and several school/cognitive tests: Comprehension tests, Math, School Knowledge, and Reasoning. Video games are a very common leisure activity among teenagers and the aim of this study is to analyze their relations with the cognitive and school performance. The frequency of activity (never to «every day or almost") is studied for five kinds of video games (i.e. Action / Fighting /Platform) in contrast to seven reading activities (i.e., crime / thriller /fantasy novels). The video games most frequently performed (once/twice a week or every day) are playing action, fighting and platforms video games (44%) and sport video games (43%). Reading is less frequent. Reading newspapers is the most frequent reading (34%) and comics (31%). The preferred themes for books are Crime, Thriller or Fantasy novels (24%) more than literary works written by famous authors (16%). Results show that there is no correlation or a small one between Video Games and cognitive/school tests (for example no correlation with Action video games). Reading activities are slightly positively associated with school tests. To conclude, recreational video game training does not facilitate specific academic learning such as math or knowledge in specialized subjects (i.e. history, physics).
European Chemical Bulletin (ISSN 2063-5346) , 2023
Introduction: For the development of the study relates to the Discussion on the Role of Video Games in Childhood Studying the study aims to analyse and discuss the role of video games in the education of children. Additionally, the background and rationality of the study are discussed with research questions and objectives. Literature Review: Past literature was examined that helps to find contradicting opinions of the past researchers. This contributed to the development of an empirical study. Methodology: To discover significant insights from the collected primary data, a quantitative analysis of the data was provided and examined.
This work reviews several aspects of the growing research field interested in video games. First, the evolution of this media in the educational field is discussed. Three different fields interested in the cognitive impact playing of video games are reviewed: abilities and skills, attitudes and motivation, knowledge and content learning. However, most studies used video games as new experimental materials and tasks to contribute to their specific field (i.e. attention and perception), and not as a scientific object of interest per se. We claim that the research on video games is in need of a conceptual and methodological framework in which results and effects could be compared, interpreted and generalized. We argue that video games can have multiple effects on players and that these effects can be used as educational potentials. An empirically-based classification of games, depending on their potential effects for an educational purpose, is strongly needed. Likewise, a unified research paradigm and methodologies to carry on reliable research on video games has to be developed.
Communication Management Review, 2018
The subject of the present research was the possible effect that playing video games can have on students. The focus is on the role that playing video games can have on school grades and school achievement in general. Problems in the research of effects of video games were outlined in the paper. The paper also presents the results of previous research of the impact of video games and often other media on school achievement. Elementary schools and high schools students participated in the present research. The results are generally as expected considering previous studies, and certain positive effects were observed, such as the fact that students who play video games achieve better overall success when compared to students who do not play games at all.
Most reported effects of videogames - particularly in the popular press - appear to centre upon the alleged negative consequences. These have included my own research into video game addiction, increased aggressiveness, and the various medical and psychosocial effects. However, there are many references to the positive benefits of videogames in the literature. Research dating right back to the early 1980s has consistently shown that playing computer games (irrespective of genre) produces reductions in reaction times, improved hand-eye co-ordination and raises players’ self-esteem. What’s more, curiosity, fun and the nature of the challenge also appear to add to a game’s educational potential. This paper briefly overviews some of the educational benefits of videogame playing.
International Journal of Engineering Technologies and Management Research, 2020
Computer and video game has gain enough popularity among teenagers also in children which is alarming and raised concern about the impact it may have on the youngsters. The games have violent themes, coupled with their interactive nature, have led to accusations that they may be worse than televised violence in affecting children's antisocial behaviour. Addiction is one of the reason it might hamper the effect on health. Other allegations are that they have an addictive quality and that excessive playing results in a diminished social contact and poorer school performance. But how bad are video games? There are strong methodological reasons for not accepting the evidence for video games effects at face value This research focuses on what are the views of people towards the computer gaming and to identify the actual effects of computer games on high school students. This paper covers earlier studies on the same topic and their findings in literature survey To reach to the objecti...
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HAL (Le Centre pour la Communication Scientifique Directe), 2020
Astrolabio Revista Internacional De Filosofia, 2010
In: “Geografie del Petrarca”, a cura di G. Belloni, M. Pastore Stocchi, F. Piovan, Roma-Padova, Antenore, 2023, pp. 83-103.
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