Chapter 2: Review of Related Literature A. Foreign Studies
Chapter 2: Review of Related Literature A. Foreign Studies
Chapter 2: Review of Related Literature A. Foreign Studies
A. Foreign Studies
most often than not, negative effects such as alienation, addiction, and violent
attractive option than doing homework. Research findings with regard to the
In his testimony before the United States Congress, David Walsh (2000),
President of the National Institute on Media and the Family, suggested that a
games and a child's intelligence in a survey of 346 seventh and eighth graders
from seven elementary schools (van Schie & Wiegman, 1997). Durkin and
Barber (2002) also found that children who played games in moderation had
higher GPAs than children who did not play games at all. However, excessive
playing of games does deteriorate academic performance. For instance, in a
large-scale study of 10 and 11 year-olds, Flemish, Roe and Muijs (1998) found
that heavy use of computer games was associated with negative outcomes in
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accomplish this, 198 participants filled out a Gaming Habits survey which was
analyzed using a series of one-way ANOVAs. The study found that there were a
significant effect of player status on GPA at the p<0.1 level for the two conditions
descriptive statistics indicated that the mean GPA score for the player condition
was significantly different than the non-player condition. These results show that
participants who indicated that they did play video games had significantly lower
GPAs than participants who indicated that they did not play video games.
Playing video games is often associated in our society with poor academic
performance. This anecdotal idea is supported by some research. A 2000 study found a
negative correlation between GPA and time spent playing video games. The correlation
was relatively small. Time alone accounted for a 47% variance in GPA, yet the findings
are significant. However, several older studies contend the results of research have
been mixed. A 1997 study suggest that “there is no clear causal relationship between
video game playing and academic performance.” The effect that interactive digital
media has on the learning process is not completely negative. It is not that the medium
itself is inherently flawed, but much of the information that gets transmitted through it
may be. As was noted in a 2008 study on media attention and cognitive abilities,
“content appears to be crucial” (Schmidt & Vanderwater, 2008, p. 63). If the content
being consumed is positive, then positive results can be expected. If the content is
negative, then negative results can be expected. The study examined research from
paper from EDUCAUSE suggests that faculty need be aware of games that could be
helpful to the in class learning experience (Hitch & Duncan, 2005). It mentions using
tactical and strategy games to enhance the level of understanding and engagement with
the material. It specifically mentioned using Civilization IV, a game which focuses on
empire building and economies of scale to aid in the understanding of history and
economics.
A 2005 paper suggests that videogames are changing education and that games are
more than a simple form of entertainment (Shaffer, Squire, Halverson, & Gee, 2005). It
explains that student learning can be enhanced by experiences in vast virtual worlds.
These worlds can allow students to interact as a community. Virtual worlds are useful
Halverson, & Gee, 2005, p. 106). This means that students are able to actually
experience and experiment with the things that they are learning rather than simply
Some research concludes there is little evidence to suggest that interactive media
enhances the learning experience (Schmidt & Vanderwater, 2008). Other sources have
significantly more intellectual intensity, intrinsic motivation, positive affect and overall
student engagement when completing homework” (Coller & Shernoff, 2009, p. 315).
Research on the subject has been mixed, but it seems that video games can have a
achievement/
Studies of the effects of video games on children’s academic performance give a
mixed signal. Some studies that specifically track test results have shown an
However, studies that track particular skills that could be used in academic work
Based on the different studies, video games have both negative and
positive effects when it comes to academics. Studies gave mixed results when it
comes to the academic performance of students. There were students who play
video games that have a high GPA and there were students who play but have a
low GPA. The difference of the people who play that have high GPA compared to
people who have low GPA is moderation. It is true that video games give benefits
but that isn’t entirely true. Past studies found out that there is a negative
correlation between playing video games and GPA but recent studies show that
video games also have a positive effect when it comes to student’s academic
performance. Video games have features which help enhance a child’s skills.