Impact of video games on the strategic use of digital tools for education in primary

IF 0.7 Q3 COMMUNICATION
Celia Rangel-Pérez, Maria Botey, Oliver Carrero, Julio Alard
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引用次数: 0

Abstract

Given the need for greater information technology literacy, as reflected in SDG 4 of the 2030 Agenda, it is necessary to motivate interest in information and communication technologies (ICT) from childhood. The aim of this study is to verify that the use of video games enables the development of an interest in children that favors digital competences related to leisure and education. To this end, the relationships among some of the most used video games by children (Brawl Stars, Roblox, and Fortnite) are analyzed. A sample of 371 children (aged 8 to 12) attending primary school in Spain was taken. Structural equation models were used to analyze the relationships between measurable and latent variables. The results show (i) the mediating role of fun use of ICT in achieving the educational use of ICT effect and (ii) the different levels of ICT use depending on gender.
电子游戏对小学教育策略性使用数码工具的影响
鉴于《2030年议程》可持续发展目标4所反映的提高信息技术素养的必要性,有必要从儿童时期就激发对信息通信技术(ICT)的兴趣。本研究的目的是验证视频游戏的使用能够培养儿童对休闲和教育相关的数字能力的兴趣。为此,本文分析了一些儿童最常玩的电子游戏(《Brawl Stars》、《Roblox》和《堡垒之夜》)之间的关系。本研究选取了371名在西班牙上小学的儿童(8至12岁)。结构方程模型用于分析可测量变量和潜在变量之间的关系。研究结果显示:(i)信息通信技术的趣味性使用在实现信息通信技术的教育使用效果中的中介作用;(ii)信息通信技术的不同使用水平取决于性别。
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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来源期刊
CiteScore
3.40
自引率
5.00%
发文量
40
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