在线教学期间大学生网络游戏成瘾的流行程度,2019冠状病毒病疫情封锁,印度泰米尔纳德邦

Rogina S. Savarimuthu, V. Ajay, V. Sheena, J. Nancy, S. Harish
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摘要

背景:COVID-19大流行导致传统课堂设置向在线教学方法的转变。目的:本研究的目的是评估在线教学期间,印度泰米尔纳德邦COVID-19大流行封锁期间大学生网络游戏成瘾的流行程度。方法:采用非实验描述性研究设计。这项研究是在因新冠疫情封锁而追求在线大学教学的个人中进行的,他们可以使用安卓手机,并对电子调查做出了回应。基于web的链接是在谷歌表单上创建的,并通过WhatsApp应用程序共享。使用人口统计资料表和网络游戏障碍量表收集数据。结果:超过一半的被调查者是非游戏玩家(51.9%),最少的被调查者是游戏玩家(3.7%)。性别(P = 0.006)、首次使用互联网的时间(P = 0.023)和使用互联网的目的(P = 0.021)与网络游戏成瘾显著相关。结论:实现在线教学的工具经常被用于参与在线游戏。与此同时,个人需要了解有害使用同一技术的风险,如果失去对它的控制,技术控制了个人,导致成瘾。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Prevalence of online gaming addiction amongst college students, during online pedagogy, COVID-19 pandemic lockdown, Tamil Nadu, India
Background: COVID-19 pandemic has resulted in a shift from the traditional classroom setup to online method of teaching and learning. Objectives: The aim of this study was to assess the prevalence of online gaming addiction among college students, during online pedagogy, COVID-19 pandemic lockdown, Tamil Nadu, India. Methods: A non-experimental descriptive research design was used. The study was conducted among individuals pursuing online collegiate pedagogy due to COVID-19 pandemic lockdown who had access to android mobile phones and who responded to the e-survey. Web-based link was created on Google forms and shared through WhatsApp application. A demographic profile sheet and Internet Gaming Disorder Scale were used to collect the data. Results: More than half of the respondents were non-disordered gamers (51.9%) and a minimum of them were disordered gamers (3.7%). Gender (P = 0.006), life time of first internet use (P = 0.023) and the purpose of Internet use (P = 0.021) were found to be significantly associated with online gaming addiction. Conclusion: The tools utilised to attain online pedagogy were often used to engage in online gaming. Synchronously individuals need to be educated of the risk of harmful use of the same technology in the event of losing control over it, the technology taking control over the individual, resulting in addiction.
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