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Electronic Device Games: An Implication on Academic Performance of Students in CST

机译:电子设备游戏:对科技委学生学习成绩的影响

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There are numerous claim that playing electronic device game may be beneficial for education purpose or just the reverse. However the academic research done in order to check whether or not disclosure of students playing such games which influences the academic performance in Bhutan has been very limited till date. This paper explores the connection of the college students between gaming density and their academic achievements where variables used are measured by the amount of the time students invest their time in playing games and another as measured by their semester examination marks respectively. Using a sample of 180 students in CST (College of Science and Technology), comparative analysis between gaming density and academic performance for students were carried out. The results show that examination marks are negatively reflected with frequent garners than those who never play games. Frequent gamers achieve lower marks compared to students who play games less frequently. This paper intents to address the student of CST for proper management of time during their stay at college in future if they are gamers.
机译:有许多主张玩电子设备游戏可能有益于教育目的,或者反之亦然。然而,迄今为止,为了检查是否影响学生在不丹学习成绩的玩这种游戏的学生而进行的学术研究非常有限。本文探讨了大学生游戏密度与学业成就之间的联系,其中所使用的变量通过学生在游戏中投入时间的时间来衡量,而变量分别通过学期考试成绩来衡量。以CST(科学技术学院)的180名学生为样本,对学生的游戏密度和学业表现进行了比较分析。结果表明,与那些从未玩过游戏的人相比,经常获得奖励的人对考试成绩有负面影响。与不经常玩游戏的学生相比,经常玩游戏的人得分较低。本文旨在针对CST的学生,如果他们是游戏玩家,则可以在他们将来在大学期间合理安排时间。

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