Online Gaming Frequency and Student's Academic Performance in the Kathmandu Valley

Raju Bhai Manandhar, Jagat Timalsena
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Abstract

Background: Digital technology has made a big difference in the lives of younger people, especially students. They socialize through mobile and internet interaction. College-level students spend too much time playing online games to interact with others. Objective: The study examines the relationship and impact of online gaming on students' academic performance in the Kathmandu Valley. Design/methodology/Approach: The study has adopted descriptive and causal research designs to deal with the various issues raised in this study. Respondents were BBA-level students in the Kathmandu Valley. We selected four hundred respondents through a purposive sampling technique. Primary data was the main source of information. It was quantitative. The study used a well-structured survey questionnaire to collect the data. We analyzed the data using mean, median, standard deviation, variance, correlation, and regression analysis. Findings: The analysis indicates that the frequency of online gaming has a certain impact on students' academic performances, although this impact is relatively minor. Moreover, the data reveal that online gaming does affect academic performance in terms of gender. Conclusion: Concerned institutions need to organize awareness programs to inform of the positive and negative impacts of online gaming frequency to students, parents, and teachers. Teachers can use only educational games to get students involved in the classroom because game apps related to course books are made to test a person's ability to think critically and analyze information so that students can solve more complicated problems. Future researchers can study other factors that affect students’ academic performance with a larger sample size and from a wide area using quantitative data to address the research problem.
加德满都谷地网络游戏频率与学生学业表现的关系
背景:数字技术对年轻人,尤其是学生的生活产生了巨大的影响。他们通过手机和互联网互动进行社交。大学生花太多时间玩网络游戏,而不是与他人互动。目的:研究加德满都谷地地区网络游戏对学生学业成绩的影响。设计/方法/方法:本研究采用描述性和因果性研究设计来处理本研究中提出的各种问题。受访者是加德满都谷地的工商管理硕士水平的学生。我们通过有目的的抽样技术选择了400名受访者。原始资料是资料的主要来源。它是定量的。该研究使用了结构良好的调查问卷来收集数据。我们使用平均值、中位数、标准差、方差、相关和回归分析来分析数据。研究结果:分析表明,网络游戏的频率对学生的学习成绩有一定的影响,但影响程度相对较小。此外,数据显示,网络游戏确实会影响性别的学习成绩。结论:相关机构需要组织意识项目,告知学生、家长和教师网络游戏频率的积极和消极影响。教师只能使用教育类游戏来让学生参与课堂,因为与教材相关的游戏应用程序是为了测试一个人的批判性思维和分析信息的能力,以便学生能够解决更复杂的问题。未来的研究者可以在更大的样本量和更广泛的领域使用定量数据来研究影响学生学习成绩的其他因素,以解决研究问题。
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