Videojuegos en el rendimiento académico de estudiantes
Videogames have emerged as a prominent form of entertainment and artistic expression, especially among the contemporary youth. This research had as objective to describe the games scientific evidence on the students’ academic performance, as well as to investigate the physical, psychological, social...
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| Hovedforfatter: | |
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| Format: | bachelorThesis |
| Sprog: | spa |
| Udgivet: |
2024
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| Fag: | |
| Online adgang: | https://dspace.unl.edu.ec/jspui/handle/123456789/29278 |
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| Summary: | Videogames have emerged as a prominent form of entertainment and artistic expression, especially among the contemporary youth. This research had as objective to describe the games scientific evidence on the students’ academic performance, as well as to investigate the physical, psychological, social, and academic effects of using videogames. It was also sought to stablished the protective and risk factors for the academic performance in order to design a psychoeducational guide to address the problem. To carry out this study, a non-experimental qualitative approach was applied, it had a descriptive scope, documentary type that used a bibliographical synthesis method. The study population included the scientific literature available in data bases such as: Scielo, Dialnet, Redaldyc and ScienceDirect. Furthermore, some selection criteria were applied, forming a sample of 25 scientific articles. The obtained results suggest that the excessive use of videogames can have adverse impacts on physical health and psychological well-being. However, when games are properly integrated into the school environment, they can have positive effects. Their limited, supervised and balanced used alternating with digital leisure and other non-digital activities, can also generate significant benefits. Finally, these findings highlight the importance of considering in an integral way the impact of videogames on the students’ academic performance. Likewise, they underline the need to promote practices of responsible use of videogames, as well as the development of educational and supportive strategies that address the possible negative effects and enhance the positive aspects of this form of entertainment |
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