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dc.contributor.authorJoson, Kathreen C.
dc.date.accessioned2023-07-28T11:20:55Z
dc.date.available2023-07-28T11:20:55Z
dc.date.issued2023-07-21
dc.identifier.citationKathreen C. Joson (2023). Adolescent Motives, Gaming Behavior and Its Implications to Learning: The Case of Junior and Senior High School Students.Journal for Educators, Teachers and Trainers,Vol. 14(5). 466-476es_ES
dc.identifier.urihttps://hdl.handle.net/10481/84124
dc.description.abstractWhile many individuals consider gaming as a diversion and a barrier to personal growth, the current research provides a fresh outlook on gaming behaviors. The study, which utilizes descriptive and correlational designs, investigates the motivational basis of gaming behavior among 246 adolescent gamers from a Junior and Senior High School Department in the City of Ilagan, Isabela. The study uses standardized tests to measure and compare the respondents' gaming behavior and motivation and analyzes the data through various statistical methods. The results show that the participants' gaming behaviors are mainly motivated by the domains of Recreation, Skill Development, and Coping. However, the study also reveals that excessive and problematic gaming can negatively affect academic performance, cognitive capacities, social and emotional development, self-esteem, interpersonal relationships, and prosocial conduct. The study recommends that educators and game designers should consider the pros and cons of various gaming motives and integrate them into balanced learning experiences that promote cognitive, affective, and social growth. The study also highlights the importance of monitoring and moderating gaming behavior in educational settings to ensure healthy and balanced learning outcomes.es_ES
dc.language.isoenges_ES
dc.publisherUniversidad de Granadaes_ES
dc.rightsAttribution-NonCommercial-NoDerivatives 4.0 Internacional*
dc.rights.urihttp://creativecommons.org/licenses/by-nc-nd/4.0/*
dc.subjectBehavior es_ES
dc.subjectGaming motiveses_ES
dc.subjectGaming Online gaminges_ES
dc.titleAdolescent Motives, Gaming Behavior and Its Implications to Learning: The Case of Junior and Senior High School Studentses_ES
dc.typeinfo:eu-repo/semantics/articlees_ES
dc.rights.accessRightsinfo:eu-repo/semantics/openAccesses_ES
dc.type.hasVersioninfo:eu-repo/semantics/publishedVersiones_ES


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Attribution-NonCommercial-NoDerivatives 4.0 Internacional
Except where otherwise noted, this item's license is described as Attribution-NonCommercial-NoDerivatives 4.0 Internacional