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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