Longitudinal associations between gaming and academic motivation during middle childhood.

IF 5.5 2区 医学 Q1 PSYCHIATRY
Gabriel Arantes Tiraboschi, Gabrielle Garon-Carrier, Sheri Madigan, Jonathan Smith, Rachel Surprenant, Caroline Fitzpatrick
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引用次数: 0

Abstract

Background: Child video game playing ("gaming") may lead to decreased child academic motivation. Conversely, children with low academic motivation may seek fulfillment through gaming. We examined bidirectional associations between child gaming and academic motivation across middle childhood.

Methods: Our analyses are based on 1,631 children (boys = 785) followed in the context of the Quebec Longitudinal Study of Child Development. Data on gaming and academic motivation were collected repeatedly at ages 7, 8, and 10. Measures of child gaming were parent-reported and reflect daily video game playing time. Measures of academic motivation were child self-reported and reflect enjoyment in learning mathematics, reading, and writing. To disentangle the directionality of associations, we estimated a random-intercept cross-lagged panel model to estimate bidirectional, within-person associations between gaming and academic motivation in a cohort of school-aged Canadian children.

Results: Our results revealed unidirectional associations whereby more frequent gaming by boys at age 7 years predicted lower academic motivation at age 8 years (β = -.11, 95% confidence interval [CI]: -.22 to -.01), and similarly, gaming by boys at age 8 years predicted lower academic motivation at age 10 years (β = -.10, 95% CI: -.19 to -.01). Changes in boys' academic motivation did not contribute to subsequent changes in gaming. There were no associations between gaming and academic motivation for girls.

Conclusions: More time devoted to gaming among school-aged boys is associated with reduced academic motivation during a critical developmental period for the development of academic skills. Fostering healthy gaming habits may help promote academic motivation and success.

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童年中期游戏与学习动机的纵向联系。
背景:儿童玩电子游戏(“游戏”)可能导致儿童学习动机下降。相反,学习动机低的孩子可能会通过游戏来寻求成就感。我们研究了儿童游戏和学习动机之间的双向关联。方法:我们的分析基于魁北克儿童发展纵向研究背景下的1,631名儿童(男孩= 785)。在7岁、8岁和10岁时反复收集游戏和学习动机的数据。儿童游戏的测量是由家长报告的,反映了每天玩电子游戏的时间。学业动机的测量是儿童自我报告的,反映了学习数学、阅读和写作的乐趣。为了解开关联的方向性,我们估计了一个随机截距交叉滞后面板模型,以估计加拿大学龄儿童队列中游戏和学习动机之间的双向、个人关联。结果:我们的研究结果揭示了单向关联,即7岁男孩更频繁地玩游戏预示着8岁男孩更低的学习动机(β = - 0.11, 95%可信区间[CI]: - 0.22至- 0.01),同样,8岁男孩更频繁地玩游戏预示着10岁男孩更低的学习动机(β = - 0.10, 95%可信区间[CI]: - 0.19至- 0.01)。男孩学习动机的改变并没有导致他们随后在游戏上的改变。女孩玩游戏和学习动机之间没有联系。结论:在学习技能发展的关键时期,学龄男孩花更多时间玩游戏与学习动机降低有关。培养健康的游戏习惯可能有助于促进学习动机和成功。
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来源期刊
Psychological Medicine
Psychological Medicine 医学-精神病学
CiteScore
11.30
自引率
4.30%
发文量
711
审稿时长
3-6 weeks
期刊介绍: Now in its fifth decade of publication, Psychological Medicine is a leading international journal in the fields of psychiatry, related aspects of psychology and basic sciences. From 2014, there are 16 issues a year, each featuring original articles reporting key research being undertaken worldwide, together with shorter editorials by distinguished scholars and an important book review section. The journal''s success is clearly demonstrated by a consistently high impact factor.
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