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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

  • DOI - Digital Object Identifier

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

Návaznosti výsledku

  • Projekt

  • 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

  • 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

  • EID výsledku v databázi Scopus