Video Game Engagement and Academic Performance: A Correlation Analysis Approach

Nurmarni Athirah Abdul Wahid, Nurul Nadiya Abu Hassan
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Abstract

Playing video games is a popular leisure activity among adolescents and youths. People's motivations for playing video games, as well as the potential benefits and drawbacks, are an issue of continual debate. Some researchers believed that playing video games negatively impacted academic achievement among students. Consequently, the purpose of this analytical paper is to identify the link between the academic performance of UiTM Pahang Branch, Jengka Campus students and the amount of time they devote to video games. A survey was distributed online in order to collect information regarding the amount of time students spend playing video games and their academic performance. The sample for the study was comprised of 103 students from UiTM Jengka, Pahang, who were chosen at random. This study indicates that there is a statistically significant correlation between the amount of time students spend playing video games and their academic performance at UiTM Jengka, Pahang. The findings reveal that gaming time accounts for 3.72 percent of the total variation in academic achievement, while the remaining 96.28 percent can be attributed to other variables. Moreover, the outcomes show that students who play video games have substantially lower CGPAs compared to students who don't engage in video games. In order to reduce the prevalence of online gaming addiction in the future, this study suggests that awareness campaigns on the adverse consequences of online gaming should be strengthened.
电子游戏投入与学习成绩:相关性分析方法
打电子游戏在青少年中是一项很受欢迎的休闲活动。人们玩电子游戏的动机,以及潜在的好处和缺点,是一个持续争论的问题。一些研究人员认为,玩电子游戏会对学生的学业成绩产生负面影响。因此,这篇分析论文的目的是确定UiTM彭亨分校,永卡校区学生的学习成绩与他们投入电子游戏的时间之间的联系。一项调查在网上发布,目的是收集有关学生玩电子游戏的时间和他们的学习成绩的信息。该研究的样本由103名随机选择的来自彭亨州永卡理工大学的学生组成。这项研究表明,学生花在玩电子游戏的时间与他们在彭亨州永卡理工大学的学习成绩之间存在统计学上的显著相关性。研究结果显示,游戏时间占学业成绩总变化的3.72%,其余96.28%可归因于其他变量。此外,研究结果显示,玩电子游戏的学生的cgpa比不玩电子游戏的学生低得多。为了在未来减少网络游戏成瘾的流行,本研究建议应加强对网络游戏不良后果的认识活动。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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