Critical Studies of Technology, Psychology, and Education on Online Games

D. Sulisworo, Ratna Yunita Setiyani, K. Kalid, V. Erviana
{"title":"Critical Studies of Technology, Psychology, and Education on Online Games","authors":"D. Sulisworo, Ratna Yunita Setiyani, K. Kalid, V. Erviana","doi":"10.56741/bst.v1i02.169","DOIUrl":null,"url":null,"abstract":"nline games are developing rapidly and have an impact on children's behaviour. This study aims to explain the phenomenon of online game addiction from the perspective of psychology, technology, and education. The method is narratively qualitative—data obtained from online focus group discussions. The results of this study explain that online games today tend towards addictive behaviour. This situation is supported by the use of current technology in programming that allows the provision of varied features to increase the game's attractiveness. This addictive behaviour affects other behaviours that can affect the development of attitudes. This behaviour change affects learning performance. The teacher should adjust learning strategies in the digital era to adapt to children's new behaviours today related to online games.","PeriodicalId":101652,"journal":{"name":"Bincang Sains dan Teknologi","volume":"76 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2022-12-07","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"Bincang Sains dan Teknologi","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.56741/bst.v1i02.169","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1

Abstract

nline games are developing rapidly and have an impact on children's behaviour. This study aims to explain the phenomenon of online game addiction from the perspective of psychology, technology, and education. The method is narratively qualitative—data obtained from online focus group discussions. The results of this study explain that online games today tend towards addictive behaviour. This situation is supported by the use of current technology in programming that allows the provision of varied features to increase the game's attractiveness. This addictive behaviour affects other behaviours that can affect the development of attitudes. This behaviour change affects learning performance. The teacher should adjust learning strategies in the digital era to adapt to children's new behaviours today related to online games.
网络游戏的技术、心理学和教育批判研究
网络游戏发展迅速,对儿童的行为产生了影响。本研究旨在从心理学、技术和教育的角度解释网络游戏成瘾现象。该方法是叙述性的定性数据,从在线焦点小组讨论中获得。这项研究的结果解释了今天的网络游戏倾向于上瘾行为。这种情况得到了当前编程技术的支持,这种技术允许提供各种功能来增加游戏的吸引力。这种成瘾行为会影响其他行为,进而影响态度的发展。这种行为改变会影响学习表现。教师应调整数字时代的学习策略,以适应当今儿童与网络游戏相关的新行为。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
求助全文
约1分钟内获得全文 求助全文
来源期刊
自引率
0.00%
发文量
0
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
确定
请完成安全验证×
copy
已复制链接
快去分享给好友吧!
我知道了
右上角分享
点击右上角分享
0
联系我们:info@booksci.cn Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。 Copyright © 2023 布克学术 All rights reserved.
京ICP备2023020795号-1
ghs 京公网安备 11010802042870号
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术官方微信