Relationship Between Computer Gambling and Academic Performance of High School Students
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61988987%3A17450%2F22%3AA2402I3O" target="_blank" >RIV/61988987:17450/22:A2402I3O - isvavai.cz</a>
Výsledek na webu
<a href="https://www-academic--conferences-org.translate.goog/conferences/ecel/?_x_tr_sl=en&_x_tr_tl=cs&_x_tr_hl=cs&_x_tr_pto=sc" target="_blank" >https://www-academic--conferences-org.translate.goog/conferences/ecel/?_x_tr_sl=en&_x_tr_tl=cs&_x_tr_hl=cs&_x_tr_pto=sc</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.34190/ecel.21.1.711" target="_blank" >10.34190/ecel.21.1.711</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Relationship Between Computer Gambling and Academic Performance of High School Students
Popis výsledku v původním jazyce
While some sources say that playing video games has potential benefits whether in medicine or science, other sources take a different view and say that it can have various negative impacts. Video games are becoming more attractive thanks to their social, intellectual and emotional possibilities compared to television, movies or radio. The issue of gaming is increasingly discussed today mainly due to the large number of available platforms on which to play. Games are becoming more and more realistic both in terms of graphics and artificial intelligence. It is relatively difficult to avoid the influence of games with ever-improving mobile games or games on social networks. Playing games is no longer a home affair but it has become ubiquitous. All of these aspects can have a negative impact on pupils’ welfare across all age groups and may pose a risk of possible addiction. The aim of this paper is to describe the impact of computer gambling on school performance. The subject of this study was a group of 138 high school students studying to be computer science teachers. In addition, the authors also examined the latest gaming trends of the current generation of high school students and possible manifestations of addiction to playing video games in this group of individuals. The research was carried out using a questionnaire survey, projective methods (word association experiment and incomplete sentence test) and analysis of school documents. The aim of the questionnaire survey was to determine the player preferences of the examined individuals and their subjective perception of their own playing of games. Projective methods were used to determine the affective responses of individuals to stimuli related to playing games. School documentation was a source of records of a particular student.
Název v anglickém jazyce
Relationship Between Computer Gambling and Academic Performance of High School Students
Popis výsledku anglicky
While some sources say that playing video games has potential benefits whether in medicine or science, other sources take a different view and say that it can have various negative impacts. Video games are becoming more attractive thanks to their social, intellectual and emotional possibilities compared to television, movies or radio. The issue of gaming is increasingly discussed today mainly due to the large number of available platforms on which to play. Games are becoming more and more realistic both in terms of graphics and artificial intelligence. It is relatively difficult to avoid the influence of games with ever-improving mobile games or games on social networks. Playing games is no longer a home affair but it has become ubiquitous. All of these aspects can have a negative impact on pupils’ welfare across all age groups and may pose a risk of possible addiction. The aim of this paper is to describe the impact of computer gambling on school performance. The subject of this study was a group of 138 high school students studying to be computer science teachers. In addition, the authors also examined the latest gaming trends of the current generation of high school students and possible manifestations of addiction to playing video games in this group of individuals. The research was carried out using a questionnaire survey, projective methods (word association experiment and incomplete sentence test) and analysis of school documents. The aim of the questionnaire survey was to determine the player preferences of the examined individuals and their subjective perception of their own playing of games. Projective methods were used to determine the affective responses of individuals to stimuli related to playing games. School documentation was a source of records of a particular student.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
—
OECD FORD obor
50300 - Education
Návaznosti výsledku
Projekt
—
Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2022
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název statě ve sborníku
21st European Conference on e-Learning (ECEL)
ISBN
978-1-914587-55-9
ISSN
2048-8645
e-ISSN
2048-8645
Počet stran výsledku
6
Strana od-do
149-155
Název nakladatele
Academic Conferences International Limited
Místo vydání
Reading,(UK)
Místo konání akce
Brighton (UK)
Datum konání akce
27. 10. 2022
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
—