Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 21

ONLINE GAMING: IMPACT ON THE ACADEMIC PERFORMANCE AND SOCIAL BEHAVIOR OF

THE STUDENTS OF COLLEGE OF AGRICULTURE, CENTRAL LUZON STATE UNIVERSITY

Author: Justin Dumale January 2020

The quantitative analysis study focuses on impacts of online games on academic


performance and social behavior of the student of College of Agriculture, Central Luzon
State University. Purposive sampling process was used to select respondent, questionnaire
was used as an instrument to gather necessary data for this study. Frequency, percentage,
and correlational were analyze and interpret the data gathered. Result shows those males
and female ages 19 to 20 found students who often play online games. Among the
respondents, gaming is part of the male and female socio-cultural communication context.
Most of them identified themselves as casual gamer and the online games they commonly
played are mobile legend, league of legend, and World of Warcraft. Although there is a
relationship between online gaming and academic performance, still a very low and it
cannot be supported. The researcher found that there is no significant relationship between
playing online games to the academic performance of student. Findings show students who
played online games tend to increase their confidence, improves social skills, improves
social skills, creativity and increase their multitasking skills.

URL:
https://www.researchgate.net/publication/338738780_ONLINE_GAMING_IMPACT_ON_TH
E_ACADEMIC_PERFORMANCE_AND_SOCIAL_BEHAVIOR_OF_THE_STUDENTS_OF_COLLEGE_
OF_AGRICULTURE_CENTRAL_LUZON_STATE_UNIVERSITY
RELATIONSHIP OF SOCIALITY IN MULTIPLAYER ONLINE GAMES AND ACADEMIC INTEREST
AMONG SENIOR HIGH SCHOOL STUDENTS OF ST. MARY’S COLLEGE OF BANSALAN, INC.

June 2021 International Journal of Scientific Research in Computer Science Engineering and
Information Technology

Author: Jhon Bryan Jintalan Cantil, Eddie Ramos, Marcelo M. Landero, Celeste Jan Ortiz
Aldenese, Lycel Geyrozaga

Various literatures have discussed that the sociality in any environment dictates the
academic functioning of a student, especially his interest to schooling. The principal
objective of this descriptive-correlational research study was to measure the significant
correlation between sociality in multiplayer online games and academic interest of senior
high school students in St. Mary’s College of Bansalan, Inc. (SMCBI). This study utilized two
adapted questionnaires during the data collection. Through the Google Forms software, the
survey was virtually administered to 54 senior high school students of SMCBI. The collected
data were analysed and interpreted by a statistician using four statistical tools, namely,
relative frequency, weighted mean, analysis of variance, and Pearson’s r. The interpreted
data were presented and explained further by the researchers in a concise manner. The
survey results showed that the level of sociality in multiplayer online games is moderate and
that the level academic interest is moderate. There is no significant difference on the level
of both sociality in multiplayer online games and academic motivation according to gender,
age group, year level, and SHS program. Sociality in multiplayer online games and academic
interest were weakly correlated in a positive manner. Keywords-descriptive-correlational
research study, sociality in multiplayer online games, academic interest, St.

URL:
https://www.researchgate.net/publication/354399544_Relationship_of_Sociality_in_Multip
layer_Online_Games_and_Academic_Interest_among_Senior_High_School_Students_of_St
_Mary’s_College_of_Bansalan_Inc
MULTIPLAYER ONLINE GAMES AS EDUCATIONAL TOOLS: FACING NEW CHALLENGES IN
LEARNING

February 2010Computers & Education 54(2):498-505

DOI:10.1016/j.compedu.2009.09.001

Source DBLP

Author: Fotini Paraskeva, Sofia Mysirlaki, Aikaterini Papagianni

This paper outlines a proposal for the development of educational multiplayer online
games based on the activity theory, as an alternative to the current trend in multiplayer
gaming and a means of promoting collaboration among students. In order to examine
whether online games are engaging for learners, we consider multiple factors regarding
game play – such as frequency of game use, gender differences, identification with the
characters, and game preferences – as well as some psychosocial factors that may influence
learning – such as academic performance, self-esteem, and computer self-efficacy. This
paper suggests that online multiplayer educational games should be approached as a
complex learning system, based on the principles of activity theory, where the Subjects
would interact with other Subjects, Objects and Tools of the game, under specified Rules
and create Communities through division of labor, leading to the expected learning
outcome. Thus, we suggest taking into account some important issues concerning the
Subjects that the activity theory refers to, such as gender differences in playing games,
academic performance, self-esteem and computer self-efficacy.

URL:

https://www.researchgate.net/publication/
223220961_Multiplayer_online_games_as_educational_tools_Facing_new_challenges_in_l
earning
HIGH SCHOOL STUDENTS UNDERSTANDING OF THE RISKS OF ONLINE GAME ADDICTION

November 2019

DOI:10.32698/0772

LicenseCC BY-NC-SA 4.0

Author: Eryzal Novrialdy, Herman Nirwana, Riska Ahmad

Adolescents are currently in the midst of technological sophistication, which is very


helpful for its development. On the other hand, many adolescents are trapped in the
problem of technology addiction. Adolescents are the most age group who experience
problems with the use of technology, including online games. Online game addiction is the
loss of control over the use of online games, which makes other daily activities are
disrupted. Online game addiction in adolescents have an impact on several aspects of life,
such as health aspects, psychological aspects, academic aspects, social aspects, and financial
aspects. Lack of understanding about the risks of online game addiction can get adolescent
stuck in online game addiction. This research aims to describe high school students
understanding about the risks of online game addiction. The sample consisted of 255 high
school students selected by proportional random sampling technique. Data was collected
using a scale measuring understanding of the risks of online game addiction. Data analysis
used a quantitative approach with descriptive methods. The results showed that high school
students understanding about the risks of online game addiction was included in the
moderate category with an average score of 198,48 and an achievement score level of
55,14%. Therefore, school counselors must to improve high school students understanding
of the risks of online game addiction. Data analysis used a quantitative approach with
descriptive methods. The results showed that high school students understanding about the
risks of online game addiction was included in the moderate category with an average score
of 198,48 and an achievement score level of 55,14%. Therefore, school counselors must to
improve high school students understanding of the risks of online game addiction.

High School Students Understanding of the Risks of Online Game Addiction

High School Students Understanding of the Risks of Online Game Addiction...

Figures – available via license: Creative Commons Attribution-Non-commercial-Share Alike


4.0 International

URL:
https://www.researchgate.net/publication/337066537_High_School_Students_Understandi
ng_of_the_Risks_of_Online_Game_Addiction
THE EFFECT OF ONLINE GAMES ON LEARNING MOTIVATION AND LEARNING ACHIEVEMENT

August 2022

DOI:10.24235/itej.v7i1.100

Authors: Santinah Santinah, Saluky Saluky

Technological developments make online games increasingly known throughout the


community as a means for entertainment and even serve as a sport. This study aims to
determine the effect of online games on learning motivation and student achievement. The
results of the study show that at a certain level online games can be used as motivation to
learn, but at the level of addiction to online games, it is very disturbing for students in
learning achievement.

URL:
https://www.researchgate.net/publication/363552570_The_Effect_of_Online_Games_on_L
earning_Motivation_and_Learning_Achievement
IMPROVING STUDENTS MOTIVATION IN LEARNING ENGLISH VOCABULARY USING ONLINE
GAMES

November 2022

DOI:10.31949/jell.v6i2.3144

LicenseCC BY-NC-SA 4.0

Authors: Muhamad Sofian Hadi, Lidiyatul Izzah, Sulthan Caraka Adipradana

This article is a product of a research study conducted and aimed to demonstrate the
effect of online games to motivate students in learning english vocabulary, with participants
of 5 senior high school students from various school and using qualitative approach as the
method. The result on improving students motivation in learning english vocabulary using
online games had quiet effective not only it helps students, it also make learning vocabulary
more interesting, fun and also relaxing, as for online games itself in this internet era helps
students connect and play, they have been proved in the educational field as a possible
learning mediation, so in the future online games will not only be considered as hindrance
for students to study, but an alternative place for students to learn more.

URL:
https://www.researchgate.net/publication/365263971_Improving_Students_Motivation_in
_Learning_English_Vocabulary_Using_Online_Games
ONLINE GAMING ADDICTION AMONG BSIT STUDENTS OF LEYTE NORMAL UNIVERSITY
PHILIPPINES ITS IMPLICATION TOWARDS ACADEMIC PERFORMANCE

December 2018 Indian Journal of Science and Technology 11(47):137972

DOI:10.17485/ijst/2018/v11i47/137972

Authors: Rommel Verecio

Findings:

It showed that the majority of the students expressed that playing online games has
adverse effects in their academic performance such as “I cannot focus on my studies” having
(49.61%; n=69). Applications/Improvements: Results of the study would serve as inputs to
the Leyte Normal University, Tacloban City in crafting policy measures that would benefit its
stakeholders.

URL:
https://www.researchgate.net/publication/365263971_Improving_Students_Motivation_in
_Learning_English_Vocabulary_Using_Online_Games
IMPACT ON THE BEHAVIOR OF STUDENTS DUE TO ONLINE TECHNOLOGY GAMING AND ITS
EFFECT ON THEIR ACADEMIC PERFORMANCE

March 2021

Authors: Andre Aviso, Bachelor, Merriene Maderazo, A Katleene, Castro, Joshua Y Carl,
Catherine Quiroga, Jane, Justine Espineda, V Vincent

Abstract and Figures

Introduction:

Online games, as part of developed technology, are becoming more popular


especially these days, which became one of the habits of the students on their daily living.
Online games have given many challenges from student’s behaviors striking their academic
behavior to constantly change positively or negatively their personality, as it brings various
types of behavior that affects players in different ways affecting their academic
performance. Objective: This study aims to know if online gaming has a positive impact or
negative impact towards the student’s behavior and identify how it will affect their
academic performance. Methods of Research: The total number of respondents is fifty (50)
Senior high school students to College students who play online games. Result: Our
allocated results in addiction, depression, anxiety and loneliness shows that majority of
students have the ability to control their selves and do not experience affecting their
academic performance. Also, majority of the students enlightened this study as many of
them experienced a lot of enhancement in their abilities and skills, and brought emotional
and social benefits. Conclusion: In today’s generation Covid-19 hits the Philippines tragically,
and then online learning emerges as an educational platform among many students. Online
gaming also arises because it is online fast, reliable and safe at home, but once we are
exposed too much our mental health will be affected. Although, online gaming has a lot of
negative impact it also has positive impact that gives a lot of benefits, which is to enhance
our capabilities critically. Keywords-Online technology gaming, Impact of online games on
the behavior, effects of online games to the academic performance of student players.

URL:
https://www.researchgate.net/publication/349781820_Impact_on_the_Behavior_of_Stude
nts_due_to_Online_technology_Gaming_and_Its_Effect_on_their_Academic_Performance
ONLINE GAMING: IMPACT ON THE ACADEMIC PERFORMANCE AND SOCIAL BEHAVIOR OF
THE STUDENTS IN POLYTECHNIC UNIVERSITY OF THE PHILIPPINES LABORATORY HIGH
SCHOOL

Author: Dennis O Dumrique, Jennifer G Castillo

KnE Social Sciences, 1205–1210-1205–1210, 2018

This study was conducted to assess and find out the impact of on-line gaming on the
academic performance and social behavior of the students in the Polytechnic University of
the Philippines-Laboratory High School. Furthermore, this study sought answers on the
significant relationship between playing on-line games and academic performance and to
social behavior of the students. The study revealed that boys are more of a player compared
to girls who often play games that require three or more players like League of Legends,
Clash of Clans, Crossfire and many more to mention. It is also stated that those who play
online games are around 14-15 years old who are believed to be in the Grade 8 level. These
students who often play games have an average weekly allowance of 101 pesos to 500
pesos. Playing online games do not affect their grades badly for they know how to limit
themselves. They know that they need to control themselves in order to function well in
their class that is why they only play games during vacation and weekends with a lot of time
compared when they have classes. Even though they play online games; they know how to
socialize well and they can perform very well when it comes to academic performance.
However, it is inevitable not to play even for half an hour especially when they are
accustomed to it. Therefore, it is just a matter of discipline.

URL: https://knepublishing.com/index.php/Kne-Social/article/view/2447
A STUDY OF TIME MANAGEMENT: THE CORRELATION BETWEEN VIDEO GAME USAGE AND
ACADEMIC PERFORMANCE MARKERS

Author: Vivek Anand

Cyber Psychology & Behavior 10 (4), 552-559, 2007

This study analyzes the correlation between video game usage and academic
performance. Scholastic Aptitude Test (SAT) and grade-point average (GPA) scores were
used to gauge academic performance. The amount of time a student spends playing video
games has a negative correlation with students’ GPA and SAT scores. As video game usage
increases, GPA and SAT scores decrease. A chi-squared analysis found a p value for video
game usage and GPA was greater than a 95% confidence level (0.005 << 0.01). This finding
suggests that dependence exists. SAT score and video game usage also returned a p value
that was significant (0.01p < p < 0.05). Chi-squared results were not significant when
comparing time spent studying and an individual’s SAT score. This research suggests that
video games may have a detrimental effect on an individual’s GPA and possibly on SAT
scores. Although these results show statistical dependence, proving cause and effect
remains difficult, since SAT scores represent a single test on a given day. The effects of video
games maybe be cumulative; however, drawing a conclusion is difficult because SAT scores
represent a measure of general knowledge. GPA versus video games is more reliable
because both involve a continuous measurement of engaged activity and performance. The
connection remains difficult because of the complex nature of student life and academic
performance. Also, video game usage may simply be a function of specific personality types
and characteristics.

URL: https://scholar.google.com/scholar?
hl=en&as_sdt=0%2C5&q=playing+online+games+academic+performance&oq=#d=gs_qabs&
t=1677594303673&u=%23p%3DltcK3gCjQBcJ
EXAMINING THE EFFECTS OF ONLINE GAMES ON THE ACADEMIC PERFORMANCE OF BPED
STUDENTS OF SULTAN KUDARAT STATE UNIVERSITY, PHILIPPINES

Author: Lenny E Cabrillos, Jegad D Gapasin, Jeremy A Marfil, Vivencio L Calixtro Jr

Indonesian Journal of Educational Research and Technology 3 (1), 13-18, 2023

During the COVID-19 pandemic, the rise in online gaming and the absence of face-to-
face education in schools has raised worries about the effect on students’ academic
performance. This study aimed to find out the relationship between the level of online
learning and the academic performance of BPEd students. It is in this light of this study to
assess the level of impact of online games to theL1) health aspect, (2) social aspect,(3)
intellectual aspect, and (4) academic performance of chosen BPED students at Sultan
Kudarat State University Access Campus. The researchers employed a descriptive-evaluative
research approach since the study’s findings would analyze students’ engagement in online
gaming applications, and the researchers used Google Forms to collect the data they
required. With a total of thirty respondents, the set questionnaires employed will act as a
data collection tool. Frequency count and weighted mean were the statistics employed in
the investigation. According to the survey, the majority of the respondents are in the 20-
year-old age group, with 40% of the respondents coming from the second-year level. It also
revealed that the majority of respondents who played online games are men, accounting for
80 percent of the study’s respondents. Based on the findings of this study, it can be
concluded that playing online games has no substantial association with the respondents’
academic success, as evidenced by their Probability-value.

URL: https://scholar.google.com/scholar?
hl=en&as_sdt=0%2C5&q=playing+online+games+academic+performance&oq=#d=gs_qabs&
t=1677594531625&u=%23p%3DmQHfdYRpJ5UJ
WHAT CAN WE LEARN FROM PLAYING INTERACTIVE GAMES?

Author: Debra A Lieberman

Playing video games, 447-469, 2012

Interactive games are powerful environments for learning. Research consistently


finds that players learn new skills, knowledge, insights, attitudes, or even behaviors in
games that challenge them to think, explore, and respond (see, for example, Betz, 1995;
Gee, 2003; Dempsey et al., 1996;Jayakanthan, 2002; Kirriemuir, 2002; Lieberman, 1997,
2001a; Potter, K.R. 1999; Prensky, 2001).

URL:https://scholar.google.com/scholar?
start=10&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677594734351&u=%23p%3DPa8fshiEG3oJ
NEGATIVE EFFECTS OF ONLINE GAMES ON ACADEMIC PERFORMANCE

Author: Kurt Garcia, Nelson Jarabe, Jessie Paragas

Southeast Asian Journal of Science and Technology 3 (1), 69-72, 2018

This paper attempted to study the negative effects of online games on students’
academic performance. The respondents were the 154 Grade 11 senior high school students
in Pangasinan State University-Lingayen Campus in SY 2017-2018. As descriptive-
correlational research, the study utilized a questionnaire that asked the respondents about
their playing online games and the level of negative effect on their academic performance.
The paper sought to determine the level of effect of playing online games on the
respondents’ performance in assignments, quizzes, class recitation, paper works and
examinations, and correlate said negative effects with their culture on playing online games.
They were asked to rate the level of effect as severe, moderate and negligible. The study
found out that majority of the respondents played online games. Online games players had
an average academic performance while non-players had a high academic performance. The
predominantly male players preferred multi-player online games and they spent an average
2.14 hours a day and 4.45 days a week in playing. Their primary motivation in playing was
for entertainment. There was a moderate negative effect of playing online games on their
academic performance in assignments, quizzes, class recitation, paper works and
examinations. There was a significant correlation between the respondents’ GPA in Grade
10, their daily and weekly hours spent in playing, their motivation in playing online games
and the level of negative effects on their academic performance. Based on the findings of
the study, the researchers recommended that parents should do something in limiting their
children’s fondness in online games and that computer shop owners should prohibit
students from playing online games during class hours.

URL: https://scholar.google.com/scholar?
start=10&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677594847299&u=%23p%3DB-ILHS3qI2IJ
USING ONLINE GAME-BASED PLATFORMS TO IMPROVE STUDENT PERFORMANCE AND
ENGAGEMENT IN HISTOLOGY TEACHING

Author: Szabolcs Felszeghy, Sanna Pasonen-Seppänen, Ali Koskela, Petteri Nieminen, Kai
Härkönen, Kaisa MA Paldanius, Sami Gabbouj, Kirsi Ketola, Mikko Hiltunen, Mikael Lundin,
Tommi Haapaniemi, Erkko Sointu, Eric B Bauman, Gregory E Gilbert, David Morton, Anitta
Mahonen

BMC medical education 19, 1-11, 2019

The Kahoot® gamification program was successful and resulted in learning gains. The
overall participant satisfaction using Kahoot® was high, with students (124/160) indicating
that gamification increased their motivation to learn. The gaming approach seemed to
enable the students to overcome individual difficulties (139/160) and to set up collaboration
(107/160); furthermore, gamification promoted interest (109/160), and the respondents
found the immediate feedback from senior professionals to be positive (146/160). In the
open-ended survey, the students (23/41) viewed collaborative team- and gamification-
based learning positively.

URL: https://scholar.google.com/scholar?
start=10&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677595084529&u=%23p%3DeDyoo-S0buMJ
INFLUENCE OF ONLINE COMPUTER GAMES ON THE ACADEMIC ACHIEVEMENT OF NON-
TRADITIONAL UNDERGRADUATE STUDENTS

Author: Patrick E Turner, Elizabeth Johnston, Mansureh Kebritchi, Sally Evans, David A
Heflich

Cogent Education 5 (1), 1437671, 2018

Technological advances have provided educational institutions the capability to


explore various online teaching strategies such as digital games in the classroom. Though
games can be used to engage various learning styles and behaviors, the platform is mainly
practiced at the secondary educational grade level with traditional-aged students. Little
research literature exists that explores the influence of digital game-based learning on the
academic achievement of non-traditional undergraduate students. An extensive literature
review of 77 articles was conducted using the procedure developed in Cooper’s Taxonomy
(1998) for analyzing and synthesizing literature. Cooper’s system involved (a) formulating
the problem, (b) collecting data, (c) evaluating data appropriateness, (d) analyzing and
interpreting relevant data, and (e) organizing and presenting the results. This scoping
literature review explores how digital games can be used in the educational environment to
support the learning of non-traditional students.

URL: https://scholar.google.com/scholar?
start=10&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677595162666&u=%23p%3D6F2IKJy_Ts8J
SERIOUS GAMES AS A MALLEABLE LEARNING MEDIUM: THE EFFECTS OF NARRATIVE,
GAMEPLAY, AND MAKING ON STUDENTS’ PERFORMANCE AND ATTITUDES

Author: Varvara Garneli, Michail Giannakos, Konstantinos Chorianopoulos

British Journal of Educational Technology 48 (3), 842-859, 2017

Research into educational technology has evaluated new computer‐based systems


as tools for improving students’ academic performance and engagement. Serious games
should also be considered as an alternative pedagogical medium for attracting students with
different needs and expectations. In this field study, we empirically examined different
forms of serious‐game use for learning on learning performance and attitudes of eighty 13‐
year‐old students in the first grade of middle school. Divided into four groups of 20
students, each group practiced with a maths video game in three ways. The first group
played the storytelling maths game, the second played the same game but with no story
and the third played and modified the video game. Finally, a control group practised in a
paper‐based (traditional) way by solving exercises. Although only minor differences in
learning performance were identified, we found significant differences in the attitudes of
the students toward learning through the video game. Students who are not motivated by
conventional paper‐based assignments might be engaged better with the use of a video
game. Our findings suggest that video game pedagogy could provide malleable learning for
different groups of students using methods that move beyond the conventional tool‐based
approach.

A video abstract of this article can be viewed at https://www.youtube.com/watch?


v=9Kec_mSG-dE.

URL: https://scholar.google.com/scholar?
start=40&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677595655700&u=%23p%3DftPXjsa7vn4J
AN EMPIRICAL STUDY ON GENDER, VIDEO GAME PLAY, ACADEMIC SUCCESS AND COMPLEX
PROBLEM SOLVING SKILLS

Author: Muhterem Dindar

Computers & Education 125, 39-52, 2018

This study investigated the video gaming behaviors of 479 high school students with
respect to gender-based differences, as well as the relationship between video gaming,
academic success and Complex Problem-Solving skills (CPS). Video gaming was measured
under the gaming experience, gaming time, gaming frequency, perceived gaming skills,
playing alone vs. Playing with a team, and game genre dimensions. The Programme for
International Student Assessment (PISA) 2012 Creative Problem-Solving test was utilized to
measure CPS. Findings showed that the sampled males had more experience and skills in
video gaming and spent more time on video games than their female counterparts. On the
other hand, it emerged that the females actually played video games more often than the
males. No relationship of practical significance was found between any of the video gaming
variables investigated in the study and CPS or academic success. The current findings
contribute to the limited empirical evidence on the relationship between video gaming and
CPS, and demonstrate that the transferal of video gaming skills to real-life problem solving
might not be as obvious as is claimed in the literature.

URL: https://scholar.google.com/scholar?
start=40&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677595870302&u=%23p%3D23S9ibY-akIJ
EFFECTS OF ONLINE GAMES ON ACADEMIC PERFORMANCE

Author: Eli Nolan, James Hughey, January 19, 2023

Online gaming is a popular pastime. However, one must consider its effects on
academic performance. Some studies show that specific types of games enable problem-
solving and teamwork skills, but other research shows that it leads to a need for more
management skills. Regardless, you must know that when left unregulated, excessive
gaming will have drawbacks that outweigh the positives.

Briefly, one must find a balance between fun and academic responsibilities. Parents
can monitor their children, but college students must take this responsibility independently.
After recognizing the benefits and drawbacks, you should self-reflect on your behavior and
schedule. Do not give up your pastime, but make sure you have a life balance.

URL: https://monitornerds.com/effects-of-online-games-on-academic-performance/
THE EFFECTS OF ONLINE INTERACTIVE GAMES ON HIGH SCHOOL STUDENTS’ ACHIEVEMENT
AND MOTIVATION IN HISTORY LEARNING

Author: Kuan-Cheng Lin, Yu Che Wei, Jason C Hung

International Journal of Distance Education Technologies (IJDET) 10 (4), 96-105, 2012

Many studies demonstrate that Digital Game Based Learning (DGBL) can foster
learning effect. The purpose of this study is to survey whether the online game in junior high
school students can encourage learning effect in Taiwan’s History. So, the research applied
Interactive Game-based Learning System (IGLS) to junior high history teaching as an ancillary
tool to enhance users’ learning motivation and academic performance. After a four-week
experiment conducted on eleven students, the paired sample t test analysis considerably
impacts on experimental group to significance. 05, and one-way ANCOVA showed login IGLS
the number of days every week more learning effect to be better. Besides, questionnaires
exhibited that IGLS not only magnetized over ninety percent of students’ participation but
invigorated their learning will. The research presents positive result on enhancing students’
learning motivation and academic performance.

URL: https://scholar.google.com/scholar?
start=20&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677596828663&u=%23p%3D_fY3OKLYjbEJ
THE EFFECT OF EDUCATIONAL VIRTUAL REALITY GAME ON PRIMARY SCHOOL STUDENTS’
ACHIEVEMENT AND ENGAGEMENT IN MATHEMATICS

Author: Emrah Akman, Recep Çakır

Interactive Learning Environments, 1-18, 2020

Recently, virtual reality seems to be developing rapidly. However, it can be said that
virtual reality is in the early days of adoption for education. Studies show that using virtual
reality in education can positively affect students’ learning experiences. In this study, the
effect of an educational virtual reality game, named “Keşfet Kurtul”, on fourth-grade
students’ academic achievement in fractions and their engagement to mathematics was
investigated. The experimental study was carried out using a quasi-experimental design. The
educational VR game was used in the treatment group (N = 32). In the comparison group (N
= 32), the method applied in school, which includes predominantly mobile applications
developed in fractions, were used. As a result of the research; the educational VR game
“Keşfet Kurtul” was found to increase academic achievement and to maintain the level of
student engagement in mathematics. It was determined that the experimental method has
the same effect as the method applied in school in the comparison group, in terms of
academic achievement and student engagement to mathematics. Besides, in terms of social
sub-dimension of student engagement, it was observed that Keşfet Kurtul was more
effective than the method applied in school.

URL: https://scholar.google.com/scholar?
start=80&q=playing+online+games+academic+performance&hl=en&as_sdt=0,5#d=gs_qabs
&t=1677597091905&u=%23p%3Dj4S3hF-RIEMJ

You might also like