TR
EN
The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way
Öz
Video games have been in our lives for no longer than four decades. Literature on video games has recently thrived. However, existing research on the relationship between video games and academic achievement revealed ambiguous findings. A review study into this association was carried out in three databases (PubMed/MEDLINE, ScienceDirect, and Scopus). Evaluating all relevant studies in the literature together is critical in terms of allowing the interpretation of different dynamics in the relationship between video games and academic achievement, which is a controversial issue. This review study aims to investigate how video games affect academic achievement by considering the existing literature. Findings demonstrated that excess time spent on video games was associated with poor academic achievement for students from all grade levels. Internet gaming disorder and addiction tendencies were also related to low academic achievement. When video game playing becomes excessive and addictive, it is an obstacle to academic achievement. Therefore, as long as it is balanced, it can have positive effects on students' academic outcomes.
Anahtar Kelimeler
Kaynakça
- Adžić, S., Al-Mansour, J., Naqvi, H., & Stambolić, S. (2021). The impact of video games on Students’ educational outcomes. Entertainment Computing, 38, 100412. https://doi.org/10.1016/j.entcom.2021.100412
- Aguado-Delgado, J., Gutierrez-Martinez, J. M., Hilera, J. R., de-Marcos, L., & Otón, S. (2020). Accessibility in video games: a systematic review. Universal Access in the Information Society, 19, 169-193. https://doi.org/10.1007/s10209-018-0628-2
- Alhusaini, A. A., Buragadda, S., & Melam, G. (2020). Associations among body mass index, sedentary behavior, physical activity, and academic performance in schoolchildren. The Journal of Sports Medicine and Physical Fitness, 60(12), 1551-1557. https://doi.org/10.23736/s0022-4707.20.10482-1
- Anand, V. (2007). A study of time management: The correlation between video game usage and academic performance markers. CyberPsychology & Behavior, 10(4), 552-559. https://doi.org/10.1089/cpb.2007.9991
- Arora, T., Albahri, A., Omar, O. M., Sharara, A., & Taheri, S. (2018). The prospective association between electronic device use before bedtime and academic attainment in adolescents. Journal of Adolescent Health, 63(4), 451-458. https://doi.org/10.1016/j.jadohealth.2018.04.007
- Benzing, V., & Schmidt, M. (2017). Cognitively and physically demanding exergaming to improve executive functions of children with attention deficit hyperactivity disorder: a randomised clinical trial. BMC pediatrics, 17(1), 1-8. https://doi.org/10.1186/s12887-016-0757-9
- Bonnechère, B., Jansen, B., Omelina, L., & Jan, S. V. S. (2016). The use of commercial video games in rehabilitation: a systematic review. International Journal of Rehabilitation Research, 39(4), 277-290. https://doi.org/10.1097/MRR.0000000000000190
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Ayrıntılar
Birincil Dil
İngilizce
Konular
Eğitimin Psikolojik Temelleri
Bölüm
Derleme
Yazarlar
Yayımlanma Tarihi
27 Aralık 2024
Gönderilme Tarihi
29 Nisan 2024
Kabul Tarihi
8 Ağustos 2024
Yayımlandığı Sayı
Yıl 2024 Cilt: 15 Sayı: 2
APA
Korkmaz, B. C. (2024). The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way. Adnan Menderes Üniversitesi Eğitim Fakültesi Eğitim Bilimleri Dergisi, 15(2), 98-110. https://izlik.org/JA33UR64XG
AMA
1.Korkmaz BC. The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way. EFED. 2024;15(2):98-110. https://izlik.org/JA33UR64XG
Chicago
Korkmaz, Burak Can. 2024. “The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way”. Adnan Menderes Üniversitesi Eğitim Fakültesi Eğitim Bilimleri Dergisi 15 (2): 98-110. https://izlik.org/JA33UR64XG.
EndNote
Korkmaz BC (01 Aralık 2024) The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way. Adnan Menderes Üniversitesi Eğitim Fakültesi Eğitim Bilimleri Dergisi 15 2 98–110.
IEEE
[1]B. C. Korkmaz, “The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way”, EFED, c. 15, sy 2, ss. 98–110, Ara. 2024, [çevrimiçi]. Erişim adresi: https://izlik.org/JA33UR64XG
ISNAD
Korkmaz, Burak Can. “The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way”. Adnan Menderes Üniversitesi Eğitim Fakültesi Eğitim Bilimleri Dergisi 15/2 (01 Aralık 2024): 98-110. https://izlik.org/JA33UR64XG.
JAMA
1.Korkmaz BC. The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way. EFED. 2024;15:98–110.
MLA
Korkmaz, Burak Can. “The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way”. Adnan Menderes Üniversitesi Eğitim Fakültesi Eğitim Bilimleri Dergisi, c. 15, sy 2, Aralık 2024, ss. 98-110, https://izlik.org/JA33UR64XG.
Vancouver
1.Burak Can Korkmaz. The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way. EFED [Internet]. 01 Aralık 2024;15(2):98-110. Erişim adresi: https://izlik.org/JA33UR64XG