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The Path from Video Games to Academic Achievement: An Oasis for Students to Breathe or A Mirage That Makes Them Lose Their Way

Yıl 2024, Cilt: 15 Sayı: 2, 98 - 110, 27.12.2024

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.

Kaynakça

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  • 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
  • Borgonovi, F. (2016). Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries. Journal of adolescence, 48, 45-61. https://doi.org/10.1016/j.adolescence.2016.01.004
  • Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?. Journal of behavioral addictions, 3(1), 27-32. https://doi.org/10.1556/jba.3.2014.002
  • Bustamante-Barreto, A., Corredor, J., & Hernandez-Posada, J. D. (2022). The association between owning a videogame console and the gender gap in STEM: an instrumental variable approach. Journal of Computers in Education, 1-24. https://doi.org/10.1007/s40692-022-00247-7
  • Cardoso-Leite, P., Buchard, A., Tissieres, I., Mussack, D., & Bavelier, D. (2021). Media use, attention, mental health and academic performance among 8 to 12 year old children. PloS one, 16(11), e0259163. https://doi.org/10.1371/journal.pone.0259163
  • Chen, V. H. H., Wilhelm, C., & Joeckel, S. (2020). Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance. Behaviour & Information Technology, 39(9), 957-969. https://doi.org/10.1080/0144929X.2019.1634762
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Video Oyunlarından Akademik Başarıya Giden Yol: Öğrencilerin Nefes Alacakları Bir Vaha Mı, Yollarını Kaybetmelerine Neden Olan Bir Serap Mı?

Yıl 2024, Cilt: 15 Sayı: 2, 98 - 110, 27.12.2024

Öz

Video oyunları, kırk yılı aşkın bir süredir hayatımızda bulunmaktadır. Video oyunlarıyla ilgili literatürün son zamanlarda geliştiği görülmektedir. Ancak, video oyunları ve akademik başarı arasındaki ilişki üzerine yapılan mevcut araştırmalar çelişkili bulgular ortaya koymaktadır. Bu ilişki ile ilgili olarak üç veri tabanında (PubMed/MEDLINE, ScienceDirect ve Scopus) bir inceleme yapılmıştır. Literatürdeki konuyla ilgili tüm çalışmaların bir arada değerlendirilmesi, tartışmalı bir konu olan video oyunları ile akademik başarı arasındaki farklı dinamiklerin yorumlanmasına olanak sağlaması açısından kritik öneme sahiptir. Dolayısıyla, bu derleme çalışması mevcut literatürü dikkate alarak video oyunlarının akademik başarıyı nasıl etkilediğini araştırmayı amaçlamaktadır. Bulgular, video oyunlarına harcanan fazla zamanın, tüm sınıf seviyelerinden öğrenciler için düşük akademik başarı ile ilişkili olduğunu göstermiştir. İnternette oyun oynama bozukluğu ve bağımlılık eğilimleri de düşük akademik başarı ile ilişkili bulunmuştur. Sonuç olarak, video oyunu oynamanın aşırı ve bağımlılık yapıcı hale gelmesi akademik başarının önünde bir engeldir. Diğer taraftan, dengeli olduğu sürece öğrencilerin akademik çıktılarına olumlu etkileri olabileceği bulunmuştur.

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
  • Borgonovi, F. (2016). Video gaming and gender differences in digital and printed reading performance among 15-year-olds students in 26 countries. Journal of adolescence, 48, 45-61. https://doi.org/10.1016/j.adolescence.2016.01.004
  • Brunborg, G. S., Mentzoni, R. A., & Frøyland, L. R. (2014). Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?. Journal of behavioral addictions, 3(1), 27-32. https://doi.org/10.1556/jba.3.2014.002
  • Bustamante-Barreto, A., Corredor, J., & Hernandez-Posada, J. D. (2022). The association between owning a videogame console and the gender gap in STEM: an instrumental variable approach. Journal of Computers in Education, 1-24. https://doi.org/10.1007/s40692-022-00247-7
  • Cardoso-Leite, P., Buchard, A., Tissieres, I., Mussack, D., & Bavelier, D. (2021). Media use, attention, mental health and academic performance among 8 to 12 year old children. PloS one, 16(11), e0259163. https://doi.org/10.1371/journal.pone.0259163
  • Chen, V. H. H., Wilhelm, C., & Joeckel, S. (2020). Relating video game exposure, sensation seeking, aggression and socioeconomic factors to school performance. Behaviour & Information Technology, 39(9), 957-969. https://doi.org/10.1080/0144929X.2019.1634762
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  • Gao, Y. X., Wang, J. Y., & Dong, G. H. (2022). The prevalence and possible risk factors of internet gaming disorder among adolescents and young adults: Systematic reviews and meta-analyses. Journal of Psychiatric Research. https://doi.org/10.1016/j.jpsychires.2022.06.049
  • Garakani, A., Hoff, R. A., Krishnan-Sarin, S., & Potenza, M. N. (2021). Gaming to relieve tension or anxiety and associations with health functioning, substance use and physical violence in high school students. Journal of psychiatric research, 140, 461-467. https://doi.org/10.1016/j.jpsychires.2021.05.055
  • García-Hermoso, A., & Marina, R. (2017). Relationship of weight status, physical activity and screen time with academic achievement in adolescents. Obesity Research & Clinical Practice, 11(1), 44-50. https://doi.org/10.1016/j.orcp.2015.07.006
  • Gill, N., Gjelsvik, A., Mercurio, L. Y., & Amanullah, S. (2021). Childhood obesity is associated with poor academic skills and coping mechanisms. The Journal of Pediatrics, 228, 278-284. https://doi.org/10.1016/j.jpeds.2020.09.004
  • Gnambs, T., Stasielowicz, L., Wolter, I., & Appel, M. (2020). Do computer games jeopardize educational outcomes? A prospective study on gaming times and academic achievement. Psychology of Popular Media, 9(1), 69. https://doi.org/10.1037/ppm0000204
  • Gómez-Gonzalvo, F., Devís-Devís, J., & Molina-Alventosa, P. (2020). Video game usage time in adolescents’ academic performance. Comunicar, 28(65), 89-99. https://doi.org/10.3916/C65-2020-08
  • Haghbin, M., Shaterian, F., Hosseinzadeh, D., & Griffiths, M. D. (2013). A brief report on the relationship between self-control, video game addiction and academic achievement in normal and ADHD students. Journal of behavioral addictions, 2(4), 239-243. https://doi.org/10.1556/jba.2.2013.4.7
  • Hartanto, A., Toh, W. X., & Yang, H. (2018). Context counts: The different implications of weekday and weekend video gaming for academic performance in mathematics, reading, and science. Computers & Education, 120, 51-63. https://doi.org/10.1016/j.compedu.2017.12.007
  • Hastings, E. C., Karas, T. L., Winsler, A., Way, E., Madigan, A., & Tyler, S. (2009). Young children's video/computer game use: relations with school performance and behavior. Issues in Mental Health Nursing, 30(10), 638-649. https://doi.org/10.1080/01612840903050414
  • Hawi, N. S., Samaha, M., & Griffiths, M. D. (2018). Internet gaming disorder in Lebanon: Relationships with age, sleep habits, and academic achievement. Journal of Behavioral Addictions, 7(1), 70-78. https://doi.org/10.1556/2006.7.2018.16
  • Hunter, S., Leatherdale, S. T., & Carson, V. (2018). The 3‐Year longitudinal impact of sedentary behavior on the academic achievement of secondary school students. Journal of School Health, 88(9), 660-668. https://doi.org/10.1111/josh.12672
  • Husarova, D., Blinka, L., Madarasova Geckova, A., Sirucek, J., van Dijk, J. P., & Reijneveld, S. A. (2018). Do sleeping habits mediate the association between time spent on digital devices and school problems in adolescence?. The European Journal of Public Health, 28(3), 463-468. https://doi.org/10.1093/eurpub/ckx198
  • Hwang, G. J., Chien, S. Y., & Li, W. S. (2021). A multidimensional repertory grid as a graphic organizer for implementing digital games to promote students’ learning performances and behaviors. British Journal of Educational Technology, 52(2), 915-933. https://doi.org/10.1111/bjet.13062
  • Islam, M. I., Biswas, R. K., & Khanam, R. (2020). Effect of internet use and electronic game-play on academic performance of Australian children. Scientific reports, 10(1), 1-10. | https://doi.org/10.1038/s41598-020-78916-9
  • Jackson, L. A., Von Eye, A., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011a). A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Computers in Human Behavior, 27(1), 228-239. https://doi.org/10.1016/j.chb.2010.08.001
  • Jackson, L. A., Von Eye, A., Fitzgerald, H. E., Witt, E. A., & Zhao, Y. (2011b). Internet use, videogame playing and cell phone use as predictors of children’s body mass index (BMI), body weight, academic performance, and social and overall self-esteem. Computers in Human Behavior, 27(1), 599-604. https://doi.org/10.1016/j.chb.2010.10.019
  • Kanthan, R., & Senger, J. L. (2011). The impact of specially designed digital games-based learning in undergraduate pathology and medical education. Archives of pathology & laboratory medicine, 135(1), 135-142. https://doi.org/10.5858/2009-0698-OAR1.1
  • Kebritchi, M., Hirumi, A., & Bai, H. (2010). The effects of modern mathematics computer games on mathematics achievement and class motivation. Computers & education, 55(2), 427-443. https://doi.org/10.1016/j.compedu.2010.02.007
  • Kert, S. B., Köşkeroğlu Büyükimdat, M., Uzun, A., & Çayiroğlu, B. (2017). Comparing active game-playing scores and academic performances of elementary school students. Education 3-13, 45(5), 532-542. https://doi.org/10.1080/03004279.2016.1140800
  • Khorsandi, A., & Li, L. (2022). A Multi-analysis of children and adolescents’ video gaming addiction with the AHP and TOPSIS methods. International Journal of Environmental Research and Public Health, 19(15), 9680. https://doi.org/10.3390/ijerph19159680
  • Kim, M. H., Han, S. H., & Han, Y. (2018). Should we let them play or not?. The New Educational Review, 54, 182-192. https://doi.org/10.15804/tner.2018.54.4.15
  • Kim, T. (2022). The effects of school start time on educational outcomes: Evidence from the 9 o’clock attendance policy in South Korea. The BE Journal of Economic Analysis & Policy, 22(3), 439-474. https://doi.org/10.1515/bejeap-2020-0194
  • Kühn, S., Gallinat, J., & Mascherek, A. (2022). Effects of computer gaming on cognition, brain structure, and function: a critical reflection on existing literature. Dialogues in clinical neuroscience. https://doi.org/10.31887/DCNS.2019.21.3/skuehn
  • LeBlanc, A. G., Chaput, J. P., McFarlane, A., Colley, R. C., Thivel, D., Biddle, S. J., ... & Tremblay, M. S. (2013). Active video games and health indicators in children and youth: a systematic review. PloS one, 8(6), e65351. https://doi.org/10.1371/journal.pone.0065351
  • Lin, K. C., Wei, Y. C., & Hung, J. C. (2012). The effects of online interactive games on high school students’ achievement and motivation in history learning. International Journal of Distance Education Technologies (IJDET), 10(4), 96-105. https://doi.org/10.4018/jdet.2012100108
  • Mack, I., Bayer, C., Schaeffeler, N., Reiband, N., Broelz, E., Zurstiege, G., ... & Zipfel, S. (2017). Chances and limitations of video games in the fight against childhood obesity—A systematic review. European Eating Disorders Review, 25(4), 237-267. https://doi.org/10.1002/erv.2514
  • Marciano, L., & Camerini, A. L. (2021). Recommendations on screen time, sleep and physical activity: associations with academic achievement in Swiss adolescents. Public health, 198, 211-217. https://doi.org/10.1016/j.puhe.2021.07.027
  • Marques, A., Sallis, J. F., Martins, J., Diniz, J., & Carreiro Da Costa, F. (2014). Correlates of urban children's leisure‐time physical activity and sedentary behaviors during school days. American Journal of Human Biology, 26(3), 407-412. https://doi.org/10.1002/ajhb.22535
  • Martinez, L., Gimenes, M., & Lambert, E. (2022). Entertainment video games for academic learning: A systematic review. Journal of Educational Computing Research, 60(5), 1083-1109. https://doi.org/10.1177/07356331211053848
  • Merino-Campos, C., del-Castillo, H., & Medina-Merodio, J. A. (2022). Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education. Education and Information Technologies, 1-21. https://doi.org/10.1007/s10639-022-11295-y
  • Morita, N., Nakajima, T., Okita, K., Ishihara, T., Sagawa, M., & Yamatsu, K. (2016). Relationships among fitness, obesity, screen time and academic achievement in Japanese adolescents. Physiology & behavior, 163, 161-166. https://doi.org/10.1016/j.physbeh.2016.04.055
  • Pallavicini, F., Pepe, A., & Mantovani, F. (2021). Commercial off-the-shelf video games for reducing stress and anxiety: systematic review. JMIR mental health, 8(8), e28150. https://doi.org/10.2196/28150
  • Pandya, A., & Lodha, P. (2021). Social connectedness, excessive screen time during COVID-19 and mental health: a review of current evidence. Frontiers in Human Dynamics, 3, 684137. https://doi.org/10.3389/fhumd.2021.684137
  • Peiró-Velert, C., Valencia-Peris, A., González, L. M., García-Massó, X., Serra-Añó, P., & Devís-Devís, J. (2014). Screen media usage, sleep time and academic performance in adolescents: clustering a self-organizing maps analysis. PloS One, 9(6), e99478. https://doi.org/10.1371/journal.pone.0099478
  • Rahmawati, N. A., Setiawati, Y., Ardani, G. A. I., Zain, E., & Pereira-Sanchez, V. (2022). Internet gaming disorder in an adolescent during the COVID-19 pandemic: a case report. The Pan African Medical Journal, 41. https://doi.org/10.11604/pamj.2022.41.224.33941
  • Ramírez, S., Gana, S., Garcés, S., Zúñiga, T., Araya, R., & Gaete, J. (2021). Use of technology and its association with academic performance and life satisfaction among children and adolescents. Frontiers in psychiatry, 12, 764054. https://doi.org/10.3389/fpsyt.2021.764054
  • Rowntree, R., & Feeney, L. (2019). Smartphone and video game use and perceived effects in a community mental health service. Irish Journal of Medical Science (1971-), 188, 1337-1341. https://doi.org/10.1007/s11845-019-02016-5
  • Sahin, M., Gumus, Y. Y., & Dincel, S. (2016). Game addiction and academic achievement. Educational Psychology, 36(9), 1533-1543. https://doi.org/10.1080/01443410.2014.972342
  • Saunders, T. J., & Vallance, J. K. (2017). Screen time and health indicators among children and youth: current evidence, limitations and future directions. Applied Health Economics and Health Policy, 15, 323-331. https://doi.org/10.1007/s40258-016-0289-3
  • Savić T. T., Adžić, S., Tot, V., Aleksić, M., & Zakić, N. (2022). The impact of time devoted to video games on student achievement. Education and Information Technologies, 1-24. https://doi.org/10.1007/s10639-022-11418-5
  • Schmidt, M. E., & Vandewater, E. A. (2008). Media and attention, cognition, and school achievement. The Future of children, 63-85. https://doi.org/10.1353/foc.0.0004
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  • Sharma, B., Cosme Chavez, R., Jeong, A. S., & Nam, E. W. (2017). Television viewing and its association with sedentary behaviors, self-rated health and academic performance among secondary school students in Peru. International Journal of Environmental Research and Public Health, 14(4), 383. https://doi.org/10.3390/ijerph14040383
  • Silva, A. P., Prado, S. O., Scardovelli, T. A., Boschi, S. R., Campos, L. C., & Frere, A. F. (2015). Measurement of the effect of physical exercise on the concentration of individuals with ADHD. PloS one, 10(3), e0122119. https://doi.org/10.1371/journal.pone.0122119
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  • Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity, and psychosocial functioning in young men. CyberPsychology & Behavior, 12(2), 241-244. https://doi.org/10.1089/cpb.2008.0151
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  • Yan, H., Zhang, R., Oniffrey, T. M., Chen, G., Wang, Y., Wu, Y., ... & Moore, J. B. (2017). Associations among screen time and unhealthy behaviors, academic performance, and well-being in Chinese adolescents. International Journal of Environmental Research and Public Health, 14(6), 596. https://doi.org/10.3390/ijerph14060596
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Toplam 76 adet kaynakça vardır.

Ayrıntılar

Birincil Dil İngilizce
Konular Eğitimin Psikolojik Temelleri
Bölüm Derleme Makale
Yazarlar

Burak Can Korkmaz 0000-0002-7122-9289

Yayımlanma Tarihi 27 Aralık 2024
Gönderilme Tarihi 29 Nisan 2024
Kabul Tarihi 8 Ağustos 2024
Yayımlandığı Sayı Yıl 2024 Cilt: 15 Sayı: 2

Kaynak Göster

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.