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The computer game industry has flourished to become the world’s largest entertainment, one of the problem students playing with electronic games for long time without thinking about negative affections especially on their GPA. In this paper to present impact of computer games on creativity and academic achievement of basic school students, we proposed a questionnaires form for 100 students at basic schools. The result of our research explained that the students playing between 1-3 hours per day with electronic games their GPA not decreased or very few which is -0.22% per hour, in same time students that playing more than 3 hours per day their GPA decreased more which is -2.41% per hour. The result help the students to play with electronic games carefully, because if they playing for few hour not return negative affection and sometimes helped them to opining their mind and study, but if playing for more than three hours most time return negative affection for their GPA.
There are many factors that correlated with students' academic performance. Some people believe that video game is one of the factors that affect students’ academic performance negatively. Thus, the purpose of this study was to investigate the relationship between video games and student academic performance among male and female students of IIUM. A questionnaire was used to collect data about students' gaming frequency and students' academic performance. 30 students were selected randomly from each kulliyyah as the sample of the study. The result of the research indicated that there is no relationship between video games and students’ academic performance of IIUM University. From this findings, it can be concluded that being non-gamer does not guarantee a student to have high academic performance. In contrast, being frequent gamer also does not guarantee student to perform bad in academic. There are many factors that correlated with academic performance other than video games
There are many factors that correlated with students' academic performance. Some people believe that video game is one of the factors that affect students' academic performance negatively. Thus, the purpose of this study was to investigate the relationship between video games and student academic performance among male and female students of IIUM. A questionnaire was used to collect data about students' gaming frequency and students' academic performance. 30 students were selected randomly from each kulliyyah as the sample of the study. The result of the research indicated that there is no relationship between video games and students' academic performance of IIUM University. From this findings, it can be concluded that being non-gamer does not guarantee a student to have high academic performance. In contrast, being frequent gamer also does not guarantee student to perform bad in academic. There are many factors that correlated with academic performance other than video games.
Psychology and Education: A Multidisciplinary Journal
Level of Understanding on Playing Computer Games and Academic Performance of Learners2024 •
In modern society, computers have become almost a non-negotiable part of every individual's life. Then this is bound to have both positive and negative consequences on people. Because of this many young children and individuals anywhere can become addicted to playing such games online and offline gaming. It became a huge distraction to the academic performance of the learners by being addicted to computer games. The main goal of this study was to determine the level of understanding on playing in computer games and academic performance of learners in Sultan Palao Ali Memorial Elementary School, SPAMES (127217), Tagoloan District, Division of Lanao del Norte. The study used descriptive-correlational research design. Descriptive research determined the profile of elementary learners of Sultan Palao Ali Elementary School located at Barangay Inagonan, Tagoloan Lanao, Del Norte and the level of understanding on playing in computer games and the academic performance of the respondents. Based on the results of the study, most of the learners at Sultan Palao Ali Elementary School, Tagoloan District, Division of Lanao del Norte, were age ranges from 11-13, females and in satisfactory level as to their academic performance. In the level of understanding of playing computer games of the respondents, among the indicators of the level of understanding, the indicator "Playing computer games can enhance the accuracy/speed of my hands), got the highest mean score which can also be interpreted in the agreed level, while the indicator "Playing computer games can increase my empathy and supports my mental well-being) garnered the lowest mean of 1.80, which can be interpreted in the disagreed level in which the respondents believed that playing computer games negatively impacted their health. Further, in correlation, the null hypothesis, which states that there is no significant relationship between academic performance and profile in terms of age, was not rejected, while sex was rejected. At the same time, the null hypothesis, which states that there is no significant relationship between academic performance and the level of understanding of playing computer games, was also rejected. Furthermore, in the regression analysis, the null hypothesis stating that "there is no variable/s best predict the academic performance" was rejected.
2014 •
The present study evaluated the impact of computer games on creativity and academic achievement of students. The method of study was a correlation and cause – a comparative method. The population of the study (N = 6175) was male and female public school students in 4th grade in four quarters of the city of Tehran in academic year 2012 - 2013. One hundred and eighty cases using multi-stage cluster sampling were randomly selected. The tool of gathering data was Torrance creativity test with subject-ability in such characteristics such as fluency, flexibility, originality, and expansion. For data analysis, descriptive and inferential statistics were used. On description level parameters of distribution, present, average, median, standard deviation, skew and domain were used. On the inferential level Pearson correlation test and analysis of variance were used. Results showed that computer games reduced the originality dimension and expansion. Students who played computer games on 2 dime...
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 objective, responses from significant no of people taken with systematic design of questionnaire. At the end it covers and conclude the relation of different variables & the effect of games on students.
This study determined the effect of computer games on the academic performance of grade six pupils in selected catholic schools in Davao City during the school year 2012-2013. This research was initiated to identify the game type most suitable to our teaching environment and to identify game elements that students found interesting or useful within the different game types. This study looked into the following: (1) the profile of the pupil-respondents in terms of (1) Pupils’ Profile: (1.1) gender; (1.2) parental monitoring; (1.3) type of computer games; (1.4) number of hours spent in playing on the computer; (1.5) game systems used. (2) Behavioral Factors: (2.1) pupils’ attitudes towards computer games; (2.2) study habits; (2.3) teachers’ perceptions about the pupils’ behaviour. (2) the academic performance of the pupils in terms of the following subjects: (2.1) English, Science and Mathematics. (3) the significant relationship between the academic performance of the pupil-respondents and the hours spent in playing computer games? The descriptive research design was employed in the study with the questionnaire as the instrument. The study made use of purposive sampling on the pupil-respondents and parent-respondents and random sampling in the selection of the teacher- respondents. The respondents were selected from three catholic schools namely: Ateneo de Davao University presently located in Matina, Davao City, Our Lady of Fatima Academy situated at Fatima St., Davao City and Assumption College of Davao in Cabagiuo St.,Davao City. The respondents were twenty-seven (27) teachers, and 218 pupils along with their parents. The analytical design was used in this study including the testing of the null hypothesis were the central tendency to utilize in the descriptive part of the analysis of data. Pearson-Product Moment of Correlation was used to test the reliability of the research instrument. Analysis of Variance was used to measure the significant difference between the academic performance of the pupils and the hours spent in playing computer games. On Respondents’ Profile, out of 218 pupil-respondents, there were 112 boys or (51.4 percent) and 106 girls or (48.6 percent). There were more boys than girls-respondents. On the other hand, on parental monitoring, out of ten indicators, five were rated agree. The parents want to monitor and guide their children because they know the positive and negative effects of playing computer games. This further revealed that pupils who are supported very well by their parents perform well in their studies. However, four of the indicators were rated disagree by the parents. The pupils strongly agree that playing computer games is for fun because they enjoy them. Whereas at school they are required to study many subjects that are boring to them. Playing computer games is actually an escape from the rigid rules and regulations they must follow at school. On the types of computer games played by the pupil-respondents, children answered with a multiple response. The majority of the respondents played action/fighting games. Second, are the online gaming sites followed by adventure & RPG Games, puzzle games, simulation, social networking sites and the last is the card games. The average of hours that the pupil-respondents played is three to four (3-4) hours in a day. Pupils have multiple responses about the game systems they used in playing computer games. Most of the respondents used the PC game system which was followed in use by the portable , table/phone and console game system. Pupils rated agree on the indicators that interactive games improve their logical thinking and reasoning; help them to become more computer literate; and creative; keep from getting bored until their friends are available to play and make new friends as well as strengthening their relationships with old friends. The pupils think that playing computer games is a positive experience to them and not a negative experience like their teachers, parents and other role models seem to believe. On study habits, the majority of the pupils studied their lessons on an average of 0-1 hour a day. On teachers’ perception on pupils’ behavior, the teacher-respondents agreed that playing computer manifests better computer skills and knowledge of facts, exhibits motor skills and hand-eye coordination and gain other skills, enhances creativity and inculcates a taste for graphics, and design and technology. However, it also manifests aggressive behaviors such as gets in many fights, cruelty, bullying, or meanness to others, doesn’t seem to feel guilty after misbehaving; develops attention problems like daydreaming (getting lost in thought and staring blankly); exhibits a decline in school achievements(repeated low grade, poor school work). On academic performance by subject, the pupil-respondents generally received a fair (80-84) to good (85-89) rating. Thus, their rating means that playing computer games do not have significant effect on their academic performance. However, there is an impact on their behaviour based on various researches. It was noted that English and Mathematics have no significant difference in the academic performance of the pupil-respondents in relation to hours spent in playing computer games. The result showed that thirty-seven percent explains the variation of the pupils’ academic performance which is due to playing computer games while sixty-three percent went to other factors that affect their performance in school. However, Science subjects showed significance on their academic performance. Perhaps, this subject requires a higher level of thinking skills. Some factors can be considered why these pupils did not perform in the said subject due to pupils’ study habits, attitudes towards the subject, thinking skills, peer and media influences. From the results and conclusions, it is recommended that the policy maker and school administrators will intensify the integration of Information Technology in the existing curriculum, improve lesson plan making using the computer –aided instructions (CAI) and provide more trainings/ seminars/ workshops/ to teachers that will equip them with IT skills. Lastly, design a Homeroom Guidance (HG) Activity on the effect of playing of computer games in their life.
Digital technology has made a tremendous impact on the life of younger generation, especially the student community. Their socialization process is realized through the means of mobile and Internet engagement. Spending time on technical gadgets is a vital part of their daily life. This attraction towards the digital world limits their academic concentration. This study deals with this problem in order to find out whether the students of Karunya University are engaged in such games that have any impact on their academic performance. Similar studies conducted earlier reveal that the Video games may have a detrimental effect on individual’s GPA and possibly on SAT scores (Anand, 2007). Another study indicates addictive technologies are consistently negatively related to scholastic performance while no such relationship is found for either time spent playing games or video game engagement (Skoric, Linda and Rachel, 2009). To verify this phenomenon, a random sampling survey method is used. The students of various disciplines were randomly selected as respondents of the study. The academic performance of the students is collected from the controller of examinations of Karunya University. The finding reveals the students’ choices in video game genres are significantly correlated with their overall performance indicated by the CGPA (.924). Similarly, the average time spent in such engagement per week is significantly correlated with academic performance which gave out the value of (0.842). The results also reveal that the students’ history of gaming since they were a kid is positively connected with their overall academic performance which is revealed by the correlation value of (0.982). The outcome also shows that the correlation between students’ engagement with video gaming and their academic performance in the first year of their college life is relatively higher than the subsequent years. As a conclusion, video game selection and time spent is significant in Karunya students’ academic performance. The rest of the variables in the study were insignificant. This study can be investigated further to strengthen the findings.
2021 •
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