Typology of 18-Year-Old Czech Grammar School Students by their Addiction to Computer Games
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15410%2F16%3A73579857" target="_blank" >RIV/61989592:15410/16:73579857 - isvavai.cz</a>
Výsledek na webu
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DOI - Digital Object Identifier
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Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Typology of 18-Year-Old Czech Grammar School Students by their Addiction to Computer Games
Popis výsledku v původním jazyce
The aim of the paper is to interpret the preliminary results of a research study focused on addictive behaviour regarding computer games in 18-year-old Czech grammar school students. In the research we used a quantitative research strategy with an own questionnaire to identify the degree of addictive behaviour in students in relation to computer games. The research sample consisted of 486 students in grade three of four-year grammar schools (or an equivalent grade of multi-year grammar schools) from 9 randomly selected schools. The first part of the research focused on an analysis of questionnaire items relating to a broader approach to addictive student behaviour, which resulted in defining two basic groups of grammar school students. These groups are of about the same size but have different characteristics. The second part of the research focused on an analysis of scaled questionnaire items relating to the symptoms of addictive student behaviour. It was revealed that Czech grammar school students can be divided into four typical groups (clusters) according to the degree of addictive behaviour. The group with the highest degree of addictive behaviour (cluster 3) included 8.25 % of all grammar school students, while the group with almost no signs of addiction (cluster 2) had 32.58 % of students. The research study also considered other typical characteristics of the defined groups of students such as gender (dominance of males in cluster 3, dominance of females in cluster 2), preferred leisure activities (playing PC games in cluster 3) or the average time of playing computer games during a single day (187 minutes in cluster 3 as opposed to 35 minutes in cluster 2). In the research the following result processing methods were used: K-means cluster analysis and globalized cluster analysis; the analysis of nominal data was performed by means of the Chi-square test of independence.
Název v anglickém jazyce
Typology of 18-Year-Old Czech Grammar School Students by their Addiction to Computer Games
Popis výsledku anglicky
The aim of the paper is to interpret the preliminary results of a research study focused on addictive behaviour regarding computer games in 18-year-old Czech grammar school students. In the research we used a quantitative research strategy with an own questionnaire to identify the degree of addictive behaviour in students in relation to computer games. The research sample consisted of 486 students in grade three of four-year grammar schools (or an equivalent grade of multi-year grammar schools) from 9 randomly selected schools. The first part of the research focused on an analysis of questionnaire items relating to a broader approach to addictive student behaviour, which resulted in defining two basic groups of grammar school students. These groups are of about the same size but have different characteristics. The second part of the research focused on an analysis of scaled questionnaire items relating to the symptoms of addictive student behaviour. It was revealed that Czech grammar school students can be divided into four typical groups (clusters) according to the degree of addictive behaviour. The group with the highest degree of addictive behaviour (cluster 3) included 8.25 % of all grammar school students, while the group with almost no signs of addiction (cluster 2) had 32.58 % of students. The research study also considered other typical characteristics of the defined groups of students such as gender (dominance of males in cluster 3, dominance of females in cluster 2), preferred leisure activities (playing PC games in cluster 3) or the average time of playing computer games during a single day (187 minutes in cluster 3 as opposed to 35 minutes in cluster 2). In the research the following result processing methods were used: K-means cluster analysis and globalized cluster analysis; the analysis of nominal data was performed by means of the Chi-square test of independence.
Klasifikace
Druh
J<sub>x</sub> - Nezařazeno - Článek v odborném periodiku (Jimp, Jsc a Jost)
CEP obor
AM - Pedagogika a školství
OECD FORD obor
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Návaznosti výsledku
Projekt
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Návaznosti
S - Specificky vyzkum na vysokych skolach
Ostatní
Rok uplatnění
2016
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Turkish Online Journal of Educational Technology
ISSN
2146-7242
e-ISSN
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Svazek periodika
2016
Číslo periodika v rámci svazku
December. Special Issue
Stát vydavatele periodika
TR - Turecká republika
Počet stran výsledku
9
Strana od-do
1220-1228
Kód UT WoS článku
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EID výsledku v databázi Scopus
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