Impact of online games among undergraduate students. It aims at investigating the impact that online games have on undergraduate students at University of Gävle, Sweden. , expectation, self-efficacy, and self-control). 75, n = 4) spent 50% more time on learning, and 33% less time on playing games, and achieved better results. Northeastern metropolitan Roman Catholic university (Webber and Ovedovitz, 2018), found that 4. The link among the user’s characteristics, executed actions, and the game elements is still an open question. 2 in the game highest number of download which have a 41. COVID-19 on game addiction among university students. Furthermore, this Dec 15, 2023 · The findings shows that a lower cumulative grade point average (CGPA), less physical activity, and less study time are associated with playing online games for at least 30 h per week. While some studies suggest that video games can increase children’s concentration, other May 2, 2024 · In this paper, we introduce Integrity Games ( https://integgame. computer games has no significant effect on critical Educators and students can use social media as informational and communication tools to ease and improve learning process. 5% of students played online games less than one hour per week, 34. The objectives of this study are to This paper focuses on the impact of online games among Malaysian undergraduate students. The researchers investigated the impact of online courses on degree completion by using existing graduation rate data, course enrollment data, and student grades for undergraduate students at a multicampus 4-year institution. 0% of them played mobile games online . For the students, they will know what the emotional and physical effects of are playing online games. 45%), and among male students (35. In addition, concern for the role of self-identity has grown in Jan 25, 2021 · Metrics. 2017; Russoniello et al. Item 1 with mean value. Keywords: The results of the quantitative research show that students who are addicted to online games have 3 students (16. Enter the email address you signed up with and we'll email you a reset link. The present study found a significant impact that online games have on undergraduate students at U niversity of G ävle, Sweden. 3% indicated that they were victims of cyberbullying at the university level and a total of 7. ), Proceedings of the 6th International Conference on Computing & Informatics (pp 523-532). Various studies had been conducted (Sadiq, I. Information technology, its impact on society Nov 30, 2022 · However, the implementation of e-learning which was presumed as the best method might give a different impact to the university students due to the uncontrolled pandemic situation itself. This paper focuses on the impact of online games among Malaysian undergraduate students. It also examines the demographic factors associated with video game addiction. To determine the level of online gaming addiction among IIUM students; 3. the average scores for presence of violence and 21 contextual variables of video game violence. Implication. Feb 14, 2017 · Social interaction is the most important factor that distinguishes online games from traditional computer games. Low levels of academic attainment in higher education, along with the increasing number of persons participating in tertiary education, represent crucial trends, which need to be studied in order to develop efficient retention practices. 1. In line with this purpose, a meta-analysis of the related studies focusing on the effect of online education on students’ academic achievement in several countries between the years 2010 and 2021 was carried out. Online game problems being a global concern because of the risk of having a negative impact in school-age children. Descriptive results of social media positive Jun 30, 2021 · In this study, it was investigated that effect of games including physical activity on digital game addiction of 11-14 age group middle-school students. Journal of Management Information and Decision Sciences, 23 (4), 284-303. Jan 9, 2020 · The gamification of education can enhance levels of students’ engagement similar to what games can do, to improve their particular skills and optimize their learning. However, the recurrent use of game elements and its limited long-term effects may pose a limitation to its widespread use in nursing undergraduate education. For teenagers, online games are in great demand, as if online games have become their trend (lifestyle). Aiming to find Online games have become a very popular form of electronic entertainment and a trend for recreational activities especially among children and adolescents (King, & Delfabbro,2019). 5% students acknowledged having participated in bullying at that level while A survey Jul 1, 2017 · Most students played online games about one to three times a week. 19 pandemic. 1% played online games for 1–5 h per week, and the remainder used online games more than 5 h per a week. Online games influence many Filipino students in many ways. Aug 1, 2017 · game usage leads to lower GPA’s in the college -age demographic. This phenomenon can lead to significant changes in an individual's behavior, as they prioritize playing games over other activities and responsibilities. Due to the dearth of any research correlating the influence if such games to Feb 8, 2022 · The finding of a higher preference for mobile phones/tablets for gaming in the present study (81. 0 era, everyone can connect virtually, and online game playing has become a trend. Aug 28, 2023 · Impact of Online Gaming Addiction on Social Isolatio n Among First-Year Sathyabama Undergraduate Students: A Study ShodhKosh: Journal of Visual and Performing Art s 334 Mar 11, 2021 · Eighty undergraduate student participants (mean age = 19. Students also reported that online learning is suitable, effective, and they felt satisfied . The coronavirus pandemic has forced students and educators across all levels of education to rapidly adapt to online learning. H. Online games entail a number of advantages, such as the ability to connect to multiplayer games, although single-player online games are also rather popular. The current study aimed to May 9, 2022 · The COVID-19 pandemic resulted in nearly all universities switching courses to online formats. Aug 6, 2018 · According to a 2015 survey, 90% of teenagers used mobile phones to surf the Internet, and 51. 43; gender: 48 females, 29 males, 3 preferred not to answer Online gaming addiction has become a growing concern in recent years due to the increasing popularity of online games and the easy access to them via the internet. Methods A prospective quasi-experimental study was carried out on a sample of 116 students. 9%) is low, and 5 students (12. Research studies using DGBL as a framework for game design has shown promising results in increasing student engagement, motivation, interaction, satisfaction, and most of all, learning outcomes among undergraduate students in blended and face-to-face Impact of online games among undergraduate students in Zulikha, J. 2 million or 15% of the app's total number of downloads. Jul 1, 2017 · As the world moves into the web 2. The results showed high and significant associations between all the variables. The findings were separated by the three research questions which examined the effect. Eighty undergraduate student participants (mean age = 19. 2. 2009). Mal J Med Health Sci 17(SUPP7): 1-7, Oct 2021 3 Within the age group, the prevalence of online game addiction among students of University of Cyberjaya was the highest in the 20-24 age group with undergraduate students Patrick E. Aug 13, 2021 · The research is less clear on the impact of virtual instruction on college completion. 7%, were living on-campus This paper focuses on the impact of online games among Malaysian undergraduate students. Conclusion. Mar 30, 2022 · 78. 46 years,SD = 1. On the other hand, scientific studies have shown adverse outcomes based on the user’s preferences. 81 reveals the students use online learning resources perform better than other students. This study aims to identify how the basic web designs aesthetically affect users. 25, n = 4 ). In recent years, online games have become a part of everyday life because such games provide opportunities for users to play with or against others and consequently make friends or strengthen existing relationships. Psychology, Sociology, Education, Computer Science. Game-based learning is an important alternative to traditional teaching methods. Those purposes include recreation, such as communicating in online groups or playing games; academics, such as doing assignments, researching scholarships or completing online applications; and practical, such as preparing for job interviews by researching companies. 36%) including high, 13 students (41. (Citation 2020) highlighted that Instagram use reached to addiction level among adolescent, and assert that there is a need for more research to investigate which factors could lead to this among university students. Nov 1, 2015 · The purpose of research reported in this paper is to empirically test whether employing a commercially available board game – The Logo Board Game (TLBG) – to facilitate student learning about brand elements, results in significantly higher levels of flow ( Csikszentmihalyi, 1975) in undergraduate business students studying marketing. Lujiaozi Wang, Siyu Zhu. university. This study explores the impact of in-classroom, non-digital game-based learning techniques on the academic performance, classroom engagement, and peer interaction among the first-year university students studying computing qualification. To determine the levels of depression, anxiety, and loneliness among IIUM students; and 4. The excessive and prolonged use of online games can result in physical, social Jun 4, 2018 · The effects of online games on academic performance were perceived positively by the respondents. 78-86. Accordingly, there has been an increased concern among scholars on students’ in-class Internet use for personal purposes; namely, ‘cyberloafing’. Related to this, there is also a need for investigating the potential factors associated with EIU Aug 3, 2021 · Among adolescents, excessive online gaming has become a lifestyle and is associated with psychological symptoms (psychopathological symptoms and life satisfaction), social health (social Jul 29, 2019 · Objective The aim of using the game-based tool Kahoot! was to evaluate and reinforce the contents taught in the subject of Management and Administration of Nursing, Ethics and Health Legislation Services included in the Degree in Nursing, during the 2016–2017 academic year. In addition, we present results from a randomized controlled experiment measuring the learning outcomes from playing Integrity Games. 43; gender: 48 females, 29 males, 3 preferred not to answer) from a Midwestern university in the USA participated in the present Jul 26, 2021 · Among the college students, online education was considered stressful, and uncertain in terms of exams and assessments (Chakraborty, 2020) and it brought the fear of academic failure (Chandra, 2020). Proceedings of 1 st International Conference on Innovative Pedagogy. Mar 5, 2020 · A review of 38 studies of problematic internet use among students from the Southeast Asia, a region with high reported prevalence of internet and gaming addiction, reported that 19% of the subjects experienced eye strain ( 11 ). As most of the previous researchers in this area conducted a quantitative research, we decided to do a qualitative research which can help us to get a deeper and better understanding of online game addiction. 43; gender: 48 females, 29 males, 3 preferred not to answer) from a Midwestern university in the USA participated in the present Nov 6, 2021 · Effects Of Online Games On Teenagers. S. Study of depression, anxiety, and social media addiction among undergraduate students. To determine the relationship between online gaming addiction and depression, anxiety, and loneliness among IIUM Jun 29, 2023 · The paper addresses the impact of interactive learning technologies, using gamification as an example, on students' motivation, engagement, and academic achievements. Mar 15, 2023 · The impact of online games on social and cognitive development on elementary school students. 10 multiple-choice . A total of 214 students from Arab universities May 3, 2021 · "Impact of online games among undergraduate students" (Proceeding of the 6th International Conference on Computing and Informatics 2017), pp. In this paper, we present the research and development of a mobile game to develop students’ social skill, 'Chibumons'. Zakaria (Eds. Video games are also considered a main constraint that hinder high learning outcomes amongst university students. Questionnaire survey and in-depth interview were used as the research method. We chose systems and ecological Jan 1, 2023 · The present study was carried out among Turkish university students who regularly played online games and examined the relationships between students' IGD, smartphone addiction, social appearance anxiety, and aggression. The surprise came with the third group ( Mdn = 3. This study was aimed to explore college English-majored students’ perceptions toward game-based learning and their current needs and expectation of interesting online games. Mar 5, 2021 · Keywords-Online technology gaming, Impact of online games on the behavior, effects of online games to the academic performance of student players. Jun 5, 2023 · Digital game-based learning (DGBL) is becoming a prominent innovative approach used in higher education to gamify the learning experience. 63 h learning and 2. 46 years, SD = 1. Feb 24, 2023 · College students reported three positive effects of online games, namely, satisfying the need for personal growth, meeting the requirement of social life and promoting academic performance. The objective of this study is to determine the impact and effectiveness of e-learning during pandemic COVID-19 among the university students. At present, findings concerning the influence of news website designs on the perception and recall of information are rather contradictory. & N. To find out the exposure to online gaming among IIUM students; 2. The present study investigates the changes in online game addiction rates between May 2021 and May 2020 and aims at determining the impact of playing online games on students’ academic performance. Our objective was to predict the time spent playing computer and mobile games based on interpersonal relations and social cognitive theory constructs (i. Playing computer games for a long period increases the screen viewing time of undergraduate students, causes dry eye syndrome and visual fatigue [4,5] and raises the risk of sedentary behaviour and obesity [6,7,8]. Online games are played over computer networks, usually over the Internet. The document discusses a research paper that examines the effects of playing online games on the academic performance of Grade 12 Humanities and Social Sciences students in Sapa Anding National High School. Number of absences in Class c. Integrity Games engages students in reflections on realistic and relevant academic integrity issues that lie in the Mar 23, 2019 · A research, of 187 undergraduate students matriculated at a large U. e. with the usage of online learning. 03%) including very high, 4 students (14. Class Participation b. Although course completion rates appear to be lower for online courses relative to in-person, the evidence is a. Data was also collected from course evaluations. Aug 6, 2018 · Background: Computer and mobile games are widely used among undergraduate students worldwide, especially in China. were calculated for each child. To better understand how game-based epedagogies impact student learning in an online undergraduate course, the Technological, Pedagogical, Content, and Knowledge (TPACK) framework was used to guide the study. This thesis is about the effects of online game addiction on both Swedish and Chinese undergraduate students at University of Gavle, Sweden. Heflich5 Abstract: Technological advances have provided educational institutions the capabil-ity to explore various online teaching strategies such as digital games in the classroom. 5. The findings of the another study by M. Jul 1, 2021 · This study was designed to measure the impact of smartphone usage among college students on their current academic success. July 2023. 93) than students in the control group (15 May 9, 2020 · Promoting academic success among undergraduate students is crucial for tackling the need to foster employability competencies. Aug 25, 2023 · This study aimed to investigate the impact of online learning on PA during the COVID-19 lockdown period among female undergraduate students in Saudi Arabia. The study suggested that online gaming could have both positive and negative effects on academic performance, depending on how it was managed by students. 5%) is in line with a study conducted in 2018 among students at a medical college, which suggested that mobile phones were used by about 63% of students to access the internet and to play online games . Approximately 29. 4 (39. 2020; Rupp et al. The Jan 1, 2020 · Result and discussion: Influence of online games on high school and undergraduate college students, given the sample size of 100 students gave responses on the type of game preferred, 46%-shooting Oct 19, 2021 · With the technological advances, the use of digital devices, such as laptops, tablets, or smartphones in the educational setting has become prevalent among young people. International Journal of Academic Research in Business and Social Sciences 13 (7) July 2023. 13 h playing video games. As most of the previous researchers in this area conducted a quantitative research, they decided to do a qualitative research which can help them to get a deeper and better understanding of online game addiction. The COVID-19 pandemic has led to more online learning among students, hence providing greater We found that playing a casual video game, such as Flower, can be an effective medium to lowering psychological and physiolog-ical student stress, a finding that is consistent with several studies from the literature (Fish et al. 72%). Item 2 Mar 1, 2024 · Online gaming addiction (OGA) has become a noteworthy public concern, especially among university students, thereby requiring in-depth scrutiny. Sep 1, 2021 · The study of online game addiction, sleeping disorders, depression for undergraduate students Journal of Management Information and Decision Sciences Volume 24, Special Issue 1, 2021 5 1532 - 5806 Feb 23, 2023 · More strategies are needed to maximize the positive impact of online games on college students and help them grow healthily. eu/ ) – a freely available, gamified online teaching tool on academic integrity. The purpose of this study is to investi- gate whether online games (especially MMOGs) impacted students posi- tively or vice versa; focusing on three elements (time management, social life and emotion). Thus, the Ministry of Education (MOE) might gain by Mar 8, 2021 · The importance of web designs for commercial and informational use has been a focus of research for over a decade and a half. Game online addiction is the excessive use of computers or video games due to A total of 80 undergraduate students (mean age = 19. Descriptive analysis and independent t-test were employed to analyze the collected data. Published 2013. Online Game Addiction Among University Students. It provides background on the increasing popularity of online games among students and concerns about them distracting from academic 2 Abstract This thesis is about the effects of online game addiction on both Swedish and Chinese undergraduate students at U niversity of G ävle, Sweden. According to Jana (2020) playing online games for long hours can affect the student’s performance in school. Methods Data were collected through an online survey administered to participants. Number of hours spent in studying Significance of the Study This study will help the students have an insight on the impact of online games towards their academic performance. Jan 1, 2018 · The findings indicate that using digital games in courses for nontraditional undergraduate students have benefits in areas of academic achievement. We report the results from a survey among 99 undergraduate student iPhone users in a large Midwestern U. Therefore, online learning could be considered as a useful and practical tool for teaching and learning delivery during Covid-19 among undergraduate university students. The study was conducted among 108 students from the Hangzhou College of Commerce in China. The second group ( Mdn = 2. Seifi, et al, showed that playing. Sep 6, 2021 · The purpose of this study is to analyze the effect of online education, which has been extensively used on student achievement since the beginning of the pandemic. The purpose of this study is to investigate whether online games (especially MMOGs) impacted students positively or vice versa; focusing on three elements (time management, social life and emotion). The following research findings were obtained: experimental group students performed better (18. Although previous cross-sectional studies have established a positive link between loneliness and OGA, there is a lack of longitudinal evidence within this field. Students reported decreases in live lecture engagement and Oct 27, 2021 · Categorisation of games (digital or non-digital games, primary purpose of the game, game genre, subject discipline, platform/delivery); Categorisation of effects of games (behavioural and learning outcomes and impacts, intended or unintended, generic or specific impact); Coding of methods (study design, sampling, sample, between-group Jan 1, 2010 · The use of computer games in education generally produces a positive impact on students. A total of 80 undergraduate students (mean age = 19. 2014; Pine et al. It aims at investigating the impact that online games ha This paper focuses on the impact of online games among Malaysian undergraduate students. 1: Gender of respondents. It was also found that most of the students, approximately 72. Considerable research has demonstrated the adverse effects of in-class The analysis consisted of the presence and contexts of violent scenes of 40 video games and. The impact of this — and the developments required to make Mar 12, 2023 · Moreover, Ponnusamy et al. 13 (7) DOI: Mar 11, 2021 · To assess the potential effectiveness of playing a simple, casual video game (Flower) in reducing stress relative to participating in a mindfulness-meditation session (body scan) among undergraduate students. 26%), Other ethnicity group (44. The objective of the research showed that To investigate the impact of online games on students achievement The research result is the impact of online games on learning English, based on findings in the field, it can be concluded that students have difficulty finding good learning conditions especially during this pandemic because it requires Jan 15, 2020 · Social skill helps students to participated and interact with people. 66%) is very low. Turner1*, Elizabeth Johnston2, Mansureh Kebritchi3, Sally Evans4 and David A. 2010; Çankaya & Karamete, 2009;de Freitas & Jarvis, 2007 online satisfaction among students is influenced by a variety of factors; for instance, if a student finds it easy to use the online course materi als, they ar e more likely to perform better . It has been well-established that video game addiction can cause various deleterious effects on individuals, such as depression, fatigue, loneliness, low selfesteem, and impulsion [4]. 43; gender: 48 females, 29 males, 3 preferred not to answer) were assigned to one of two groups in alternating order: one This paper focuses on the impact of online games among Malaysian undergraduate students. 2%) Utilization of online learning resources shown in Table 2. Feb 7, 2024 · This paper focuses on the impact of online games among Malaysian undergraduate students. Despite the negative perception of online games in the Chinese cultural context, our study re-examines the impact of online games from the gamer’s perspective. We collected the primary data from 267 graduate and undergraduate students enrolled at different universities situated in the Hefei city of the Anhui province of China. Online gaming addiction among students in universities is not a trivial issue as it can lead to mental health if not addressed properly. Novelty: This study provided a comprehensive overview of the perceptions of students regarding the effects of online games on their academic performance. 25, n = 4) spent 4. Dec 1, 2020 · This study was designed to examine the impact of online gaming addiction on mental health among International Islamic University Malaysia (IIUM) students. We surveyed the online learning experience of undergraduate students (n = 187) at a large, public research institution in course structure, interpersonal interaction, and academic resources. Apr 25, 2021 · The current study is an attempt to understand how and when the use of social media by the students is related to their academic engagement and creativity. Jan 16, 2024 · The Effects of Online Games on Student’s Academic Performance. The research posed the following question: To what extent do online games about kinematics and two-dimensional motion impact student performance in undergraduate general physics as measured by a unit posttest? Two intact classes of 20 students each were randomly assigned to either the experimental group or the control group. Moreover, the study found that playing online games, playing for long time, and skipping class can all have an adverse effect on a student's academic performance. A study by the Minnesota School of Professional Psychology of Argosy University found that video game addicts argued with their teachers, argued with their friends, and scored lower than others who played video games. May 1, 2021 · The first group of students with the weakest results ( Mdn = 2. Mar 1, 2019 · Undergraduate students use the Internet for a wide variety of purposes. The purpose of this study is to investigate whether online games (especially MMOGs) impacted students Mar 6, 2018 · When used as a supplemental tool in online courses, digital games have a positive influence on the motivation, academic achievement, and retention of nontraditional students pursuing an undergraduate degree (Snow, Citation 2016). The use of digital games is recommended in under- In the year 2020, Philippines were in Ranked No. 86%) including moderate, 4 students (11. Methods: The cross-sectional survey was conducted in two medical universities Nov 23, 2023 · Results: Overall prevalence of online games addiction was high among the age group of 20-24 years old (18. ao uu qv ld be qh ne oh nt ss