Pradinių klasių mokinių laiko, praleidžiamo žaidžiant žaidimus išmaniaisiais įrenginiais sąsajos su mokymosi motyvacija ir mokymosi pasiekimais

Collection:
Mokslo publikacijos / Scientific publications
Document Type:
Žurnalų straipsniai / Journal articles
Language:
Lietuvių kalba / Lithuanian
Title:
Pradinių klasių mokinių laiko, praleidžiamo žaidžiant žaidimus išmaniaisiais įrenginiais sąsajos su mokymosi motyvacija ir mokymosi pasiekimais
Alternative Title:
Relationship between learning motivation, academic achievements of primary school pupils and time spent playing games on smart devices
In the Journal:
Taikomoji psichologija, 2017, 1, 11-22
Summary / Abstract:

ENBackground, purpose. Learning is the basic and difficult activity of pupils. They feel some difficulties. Individual learning difficulties may be related to motivation problem. The decline of academic achievements can follow from this problem. One of the reasons for these problems may be the time that children spend playing games on smart devices (eg, smart phones, computers, tablet computers). There are little studies that determine the links between these phenomena. The purpose of this study was to evaluate links between learning motivation, academic achievements in primary school and time spent playing games on smart devices. Methods. One hundred and seventeen pupils attending the 2nd and 3rd grades and one hundred and fifteen their parents participated in this study. Learning motivation was assessed using Elementary School Motivation Scale (ESMS) (Guay et al., 2010), which was adapted on the basis of Academic Motivation Scale (AMS) (Vallerand et al., 1989). Academic achievement was measured by averaging evaluations of key school subjects. Frequency of the time spent playing games on smart devices was assessed using six items designed specifically for this study. Results. Results of the study revealed a statistically significant correlations between frequency of the time spent playing games on smart devices, academic achievements and different leisure’s activities. The study found a negative relationship between the time spent playing computer games, which indicate both children and parents, and academic achievements. The time spent playing computer games, which notes parents, is negatively related to a variety of leisure activities. Conclusions. Among primary school pupils the time spent playing games on smart devices is not significantly related to the learning motivation. Primary school pupils, who spent more time playing computer games, have lower academic achievements.They do less different activities in leisure time than those, who spend less time playing computer games.

ISSN:
2029-1477
Permalink:
https://www.lituanistika.lt/content/70241
Updated:
2026-02-25 13:37:09
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