TY - GEN
T1 - Does Playing Video Games Give a Child an Advantage in Digital Game-Based Learning?
AU - Dondio, Pierpaolo
N1 - Publisher Copyright:
© 2024, The Author(s), under exclusive license to Springer Nature Switzerland AG.
PY - 2024
Y1 - 2024
N2 - In this paper we first investigated the relationship between game habits of primary school children and their school achievements and anxiety levels. Then, we investigated if children habitually playing video games at home have an advantage when it comes to learning using educational games. In order to answer these questions, we exploited the data coming from the digital game-based learning (DGBL) intervention Happy Maths, a 6-week programme run in Irish primary schools aimed to increase maths abilities and decrease maths anxiety (MA). The dataset contained the academic achievements, the video game habits and the intervention data of 952 pupils. Our results show how playing games at home that are not age-appropriate was associated with higher MA and lower maths score, while time spent playing was associated with higher MA and lower literacy score. Regarding the efficacy of the DGBL intervention, there was no difference in the efficacy of the intervention between gamers and non-gamers. However, habitual video gamers were faster in executing their game moves, and they achieved higher scores, learning the game better. Overall, the study underlines the importance of playing age-appropriate games, and it provides evidence that, although kids playing video game might have a good advantage when it comes to educational games, the efficacy of such games is the same for gamers and non-gamers.
AB - In this paper we first investigated the relationship between game habits of primary school children and their school achievements and anxiety levels. Then, we investigated if children habitually playing video games at home have an advantage when it comes to learning using educational games. In order to answer these questions, we exploited the data coming from the digital game-based learning (DGBL) intervention Happy Maths, a 6-week programme run in Irish primary schools aimed to increase maths abilities and decrease maths anxiety (MA). The dataset contained the academic achievements, the video game habits and the intervention data of 952 pupils. Our results show how playing games at home that are not age-appropriate was associated with higher MA and lower maths score, while time spent playing was associated with higher MA and lower literacy score. Regarding the efficacy of the DGBL intervention, there was no difference in the efficacy of the intervention between gamers and non-gamers. However, habitual video gamers were faster in executing their game moves, and they achieved higher scores, learning the game better. Overall, the study underlines the importance of playing age-appropriate games, and it provides evidence that, although kids playing video game might have a good advantage when it comes to educational games, the efficacy of such games is the same for gamers and non-gamers.
KW - academic achievements
KW - digital game-based learning
UR - http://www.scopus.com/inward/record.url?scp=85180148887&partnerID=8YFLogxK
U2 - 10.1007/978-3-031-49065-1_22
DO - 10.1007/978-3-031-49065-1_22
M3 - Conference contribution
AN - SCOPUS:85180148887
SN - 9783031490644
T3 - Lecture Notes in Computer Science (including subseries Lecture Notes in Artificial Intelligence and Lecture Notes in Bioinformatics)
SP - 223
EP - 233
BT - Games and Learning Alliance - 12th International Conference, GALA 2023, Proceedings
A2 - Dondio, Pierpaolo
A2 - Rocha, Mariana
A2 - Brennan, Attracta
A2 - Schönbohm, Avo
A2 - de Rosa, Francesca
A2 - Koskinen, Antti
A2 - Bellotti, Francesco
PB - Springer Science and Business Media Deutschland GmbH
T2 - 12th International Conference on Games and Learning Alliance, GALA 2023
Y2 - 29 November 2023 through 1 December 2023
ER -