OU Portal
  • Log In
  • Welcome
  • Applicants
Z6_60GI02O0O8IDC0QEJUJ26TJDI4
{}
Zavřít
Publikační činnost


preloading...   Probíhá načítání, čekejte prosím...
publicationId :
tempRecordId :
actionDispatchIndex :
navigationBranch :
pageMode :
tabSelected :
isRivValid :
Typ záznamu * : stať ve sborníku (D)
Domácí pracoviště * : Katedra informačních a komunikačních technologií (45080)
Název * : Relationship Between Computer Gambling and Academic Performance of High School Students
Citace : Javorčík, T. a Ďurian, Č. Relationship Between Computer Gambling and Academic Performance of High School Students. In: 21st European Conference on e- Learning: 21st European Conference on e-Learning (ECEL) 2022-10-27 Brighton (UK). Reading,(UK): Academic Conferences International Limited, 2022. s. 149-155. ISBN 978-1-914587-55-9.
Podnázev :
Rok * : 2022
Obor * : Pedagogika a školství
Počet stran * : 6
Strana od * : 149
Strana do * : 155
Forma vydání * : Elektronická verze
Kód ISBN * : 978-1-914587-55-9
Kód ISSN : 2048-8645
Název sborníku * : 21st European Conference on e-Learning (ECEL)
Sborník : Mezinárodní
Název nakladatele * : Academic Conferences International Limited
Místo vydání * : Reading,(UK)
Stát vydání : Sborník vydaný v zahraničí
Název konference : 21st European Conference on e- Learning
Místo konání konference * : Brighton (UK)
Datum zahájení konference * :
Typ akce podle státní
příslušnosti účastníků akce * :
Celosvětová akce
Kód UT WoS :
EID :
Klíčová slova anglicky * :
video games, academic performance, projective testing, high school, addiction
Popis v původním jazyce * :
While some sources say that playing video games has potential benefits whether in medicine or science, other sources take a different view and say that it can have various negative impacts. Video games are becoming more attractive thanks to their social, intellectual and emotional possibilities compared to television, movies or radio. The issue of gaming is increasingly discussed today mainly due to the large number of available platforms on which to play. Games are becoming more and more realistic both in terms of graphics and artificial intelligence. It is relatively difficult to avoid the influence of games with ever-improving mobile games or games on social networks. Playing games is no longer a home affair but it has become ubiquitous. All of these aspects can have a negative impact on pupils’ welfare across all age groups and may pose a risk of possible addiction. The aim of this paper is to describe the impact of computer gambling on school performance. The subject of this study was a group of 138 high school students studying to be computer science teachers. In addition, the authors also examined the latest gaming trends of the current generation of high school students and possible manifestations of addiction to playing video games in this group of individuals. The research was carried out using a questionnaire survey, projective methods (word association experiment and incomplete sentence test) and analysis of school documents. The aim of the questionnaire survey was to determine the player preferences of the examined individuals and their subjective perception of their own playing of games. Projective methods were used to determine the affective responses of individuals to stimuli related to playing games. School documentation was a source of records of a particular student.
Popis v anglickém jazyce * :
Typ zdroje financování výsledku * : Specifický výzkum
Seznam projektů :
ID Projektu Název projektu
Seznam ohlasů : 
Ohlas
R01:

© 2019 Centre for Information Technology

  • Technická podpora :
  • Mgr. Olga Blahutová (phone: +420 597 091 129, phone flap for UO: 1129)
  • Ing. Lucie Svitaneková (phone: +420 597 091 108, phone flap for UO: 1108)
Complementary Content
  • ${title}${badge}
${loading}