自私
上瘾
心理学
数学教育
学生参与度
面子(社会学概念)
移动设备
社会心理学
计算机科学
社会学
社会科学
操作系统
神经科学
作者
Ramazan Yılmaz,Ramazan Yılmaz
出处
期刊:Journal of psychologists and counsellors in schools
[Cambridge University Press]
日期:2023-12-05
标识
DOI:10.1177/20556365231210971
摘要
Today, due to the increasing interest in hybrid education environments and technology integration into the course, mobile devices have started to be used in face-to-face classroom lessons. In addition to the many advantages of using mobile devices in the classroom, it also leads to some undesirable situations. One is related to developing students’ habits of playing digital games during the lesson. This research aimed to determine the relationship between students’ digital game addiction and selfishness, one of the individual differences, on their academic motivation and classroom engagement. Participants were 860 high school students in grades 9 to 12. The research used a correlational design. The result of a path analysis revealed that selfishness was related to digital game addiction; as the level of selfishness of the students’ increased, the probability of digital game addiction also increased. Also, digital game addiction was associated with academic motivation and was not related to classroom engagement, such that, as academic motivation levels of the students increased, the classroom engagement levels also increased. Recommendations for what can be done to increase the students’ academic motivation and classroom engagement are discussed.
科研通智能强力驱动
Strongly Powered by AbleSci AI