How does gaming affect academic performance?

Discovered that games can positively affect educational outcomes. Students who spent the same time playing video games and studying still scored high. Researchers reported that many students took a “work hard, play hard” approach and were rewarded with play time to study. Because of the hours spent playing video games, video game addicts show fatigue and sleep regularly during school.

They may not complete tasks or may not be delivered on time. Video game addiction causes a loss of interest in after-school activities, including social clubs and sports. In reality, video game addicts can isolate themselves from family and friends in order to play video games. Carousel with three slides shown at once.

Use the Previous and Next buttons to navigate through three slides at once, or the slide point buttons at the bottom to skip three slides at once. Our results show that Internet use (non-academic use) during weekdays, especially for more than 4 hours, is negatively associated with academic performance (Table. For weekday Internet use, all three models showed a significant negative association between time spent on the Internet and NAPLAN reading and arithmetic scores. For example, in Model 1, adolescents who spent more than 4 hours on the Internet during the week are 15% and 17% less likely to score higher in reading and numeracy, respectively, compared to those who spend less than 2 hours.

Similar results were found in models 2 and 3 (table), when we adjusted for other confounding factors. The variable tendency to Internet addiction was found to be negatively associated with the NAPLAN results. Adolescents who were addicted to the Internet were 17% less and 14% less likely to score higher in reading and arithmetic, respectively, than those without such problematic behavior. Based on previous research on the effect of Internet use and electronic games on adolescents, this study examined whether the use of the Internet and electronic games were associated with academic performance (i.e.,.

Reading, Writing and Arithmetic) using a standardized test of academic performance (i.e.,. NAPLAN) in a nationally representative database in Australia. The findings of this study question the conventional belief9,25 that academic performance is negatively associated with the use of the Internet and electronic games, particularly when the Internet is used for non-academic purposes. Article: Google Scholar, UNICEF.

United Nations Children's Fund (UNICEF) (201) Posso, A. Internet use and educational outcomes among 15-year-old Australian students. Int J Commun 10, 26 (201. Video games have no negative impact on adolescents' academic performance in science, mathematics, or reading). CAS Article Announcements | Google Scholar Green, FL.

Excessive Internet use among Australian children (201. The effects of video games on academic performance). Video games as a factor affecting academic performance in ninth grade. Can video games affect children's cognitive and non-cognitive abilities? Research paper from the UNSW Australian Business School (201. Pubmed Google Scholar Daraganova, G. Use of literacy and numeracy data from the National Assessment Program (NAPLAN) in the Longitudinal Study of Australian Children (LSAC).

Department of Families, Housing, Community Services and Indigenous Affairs (201. Generalized Linear Models (Routledge, Abingdon, 201. Book Google Scholar) The authors wish to thank the University of Western Australia, Roy Morgan Research, of the Department of Health of the Government of Australia for carrying out the and the Data Archive from Australia to provide access to the YMM survey data set. The authors also wish to thank Dr. Barbara Harmes for reviewing the manuscript. This research did not receive any specific grant from funding agencies in the public, commercial, or non-profit sectors.

Maternal and Child Health Division, International Center for Diarrheal Diseases Research, Bangladesh (icddr, b), Mohakhali, Dhaka, 1212, Bangladesh You can also search this author on PubMed Google Scholar The authors declare that they have no competing interests. Springer Nature remains neutral with respect to jurisdictional claims in published maps and institutional affiliations. Offered by the Springer Nature ShareEdit content sharing initiative By submitting a comment, you agree to comply with our Community Terms and Guidelines. If you find something abusive or that doesn't meet our terms or guidelines, mark it as inappropriate.

As I point out elsewhere, there are also reasons to think that playing action video games can improve visual spatial skills and perhaps even help dyslexic children improve their reading ability. On the one hand, playing video games probably won't harm school performance, as long as children don't play enough to neglect school-related activities, such as reading, or skimp on sleeping. A study was conducted at Columbia University that showed that children who had a high consumption of video games when they were between 6 and 11 years old had much greater intellectual function and general school competence. You can read more about educational games and the effects of video games on school performance, here.

On the contrary, the video game in this study was associated with higher academic performance, even after researchers analyzed socioeconomic status and other relevant factors (Kovess-Masfety et al., 201. This research has drawn attention to the fact that the average time spent using the Internet, which is usually longer than 4 hours on weekdays, tends to be negatively associated with academic performance, especially with a lower reading and arithmetic score, while Internet use of more than 2 hours on weekdays) tends to be negatively associated with academic performance, especially with a Scoring is positively associated with academic performance, particularly having a better reading and writing score and higher than the national standard score. A study showed an improvement in visual contrast sensitivity among students who played 50 hours of action video games spread over the course of about 12 weeks. One of the arguments why these improved scores can exist is the fact that when you play online, you are solving puzzles to move to the next level. Executive functioning, or the ability to allocate mental resources, such as attention, perception, and memory, so that a person can quickly solve problems and make good decisions, improved in people who play video games.

These mixed results require an urgent need to understand the effect of the use of the Internet and electronic games on the development of children and adolescents, particularly on their academic performance. In addition, it might be useful to analyze different types of games to see if they affect young people in different ways. The frequent use of multiplayer games may place young people at greater risk of underperforming reading, perhaps because children replace reading time with the excitement of multiplayer games. If you look at the average amount of time these people spent playing video games, you see that they spent more time playing video games each week than adults at their full-time job.

Video game addiction is believed to contribute to the mental health and social anxiety that even young children face today. It's interesting to see how China is reacting to the potentially negative influence that video games can have on students. Some might argue that children who have a natural talent for math, science and reading are attracted to online video games. .


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