Playing Computer Games in Class by Secondary School Students in the Czech Republic
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F61989592%3A15410%2F18%3A73587451" target="_blank" >RIV/61989592:15410/18:73587451 - 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
Playing Computer Games in Class by Secondary School Students in the Czech Republic
Popis výsledku v původním jazyce
The paper describes the results of a research study aimed at the degree of playing computer games among 18-year-old students in various types of secondary schools in the Czech Republic. For the purposes of the research, a quantitative research approach was selected. The research method was an addictive behaviour questionnaire of the authors’ own design, which also included other student characteristics. The research sample comprised a total of 1,393 students from 22 secondary schools of various types (grammar schools, vocational schools with school leaving qualification, vocational schools without school leaving qualification). The reliability of the questionnaire as determined by Cronbach’s alpha was 0.88. The initial data analysis suggests that 77.32 % (n=1,077) of secondary school students play computer games, of whom 64.44 % (n=694) play on-line games. A startling fact is that of those students who play computer games, 30.27 % (n=326) play computer games in class, for example on a mobile phone. Of the total number of all secondary school students, this corresponds to 23.40%, which is a high proportion. On the basis of an earlier cluster analysis (Chráska, Basler), three typical groups of respondents were identified. The respondents from group 1, compared with other groups, reported frequent playing of computer games in class. Based on a comparison of the students’ addictive behaviour score associated with playing computer games it was confirmed that those students who played computer games in class showed a higher degree of addictive behaviour. The comparison was performed using the t-test (addictive score in the two groups was 13.9 and 11.1, significance p <0.001). The degree of playing computer games by students in class does not depend (p=0.12) on the type of secondary school, and equals 33.02 % in grammar schools, 26.79 % in schools with school leaving qualification, and 31.94 % in schools without school leaving qualification of those students who play computer games. The degree of playing computer games in class also depends (p=0.03) on gender; male students (33.33 % play in class) play more than female students (27.13 %). The degree of playing computer games in class in the schools involved in the study (n=22) significantly varies from 9 % to 66.13 % (p <0.001). An analysis of the data obtained suggests that this degree of playing computer games in class might have a negative effect on the educational process.
Název v anglickém jazyce
Playing Computer Games in Class by Secondary School Students in the Czech Republic
Popis výsledku anglicky
The paper describes the results of a research study aimed at the degree of playing computer games among 18-year-old students in various types of secondary schools in the Czech Republic. For the purposes of the research, a quantitative research approach was selected. The research method was an addictive behaviour questionnaire of the authors’ own design, which also included other student characteristics. The research sample comprised a total of 1,393 students from 22 secondary schools of various types (grammar schools, vocational schools with school leaving qualification, vocational schools without school leaving qualification). The reliability of the questionnaire as determined by Cronbach’s alpha was 0.88. The initial data analysis suggests that 77.32 % (n=1,077) of secondary school students play computer games, of whom 64.44 % (n=694) play on-line games. A startling fact is that of those students who play computer games, 30.27 % (n=326) play computer games in class, for example on a mobile phone. Of the total number of all secondary school students, this corresponds to 23.40%, which is a high proportion. On the basis of an earlier cluster analysis (Chráska, Basler), three typical groups of respondents were identified. The respondents from group 1, compared with other groups, reported frequent playing of computer games in class. Based on a comparison of the students’ addictive behaviour score associated with playing computer games it was confirmed that those students who played computer games in class showed a higher degree of addictive behaviour. The comparison was performed using the t-test (addictive score in the two groups was 13.9 and 11.1, significance p <0.001). The degree of playing computer games by students in class does not depend (p=0.12) on the type of secondary school, and equals 33.02 % in grammar schools, 26.79 % in schools with school leaving qualification, and 31.94 % in schools without school leaving qualification of those students who play computer games. The degree of playing computer games in class also depends (p=0.03) on gender; male students (33.33 % play in class) play more than female students (27.13 %). The degree of playing computer games in class in the schools involved in the study (n=22) significantly varies from 9 % to 66.13 % (p <0.001). An analysis of the data obtained suggests that this degree of playing computer games in class might have a negative effect on the educational process.
Klasifikace
Druh
D - Stať ve sborníku
CEP obor
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OECD FORD obor
50301 - Education, general; including training, pedagogy, didactics [and education systems]
Návaznosti výsledku
Projekt
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Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2018
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
EDULEARN18 Proceedings
ISBN
978-84-09-02709-5
ISSN
2340-1117
e-ISSN
neuvedeno
Počet stran výsledku
10
Strana od-do
3725-3734
Název nakladatele
International Association of Technology, Education and Development (IATED)
Místo vydání
Madrid
Místo konání akce
Palma de Mallorca, Spain
Datum konání akce
2. 7. 2018
Typ akce podle státní příslušnosti
WRD - Celosvětová akce
Kód UT WoS článku
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