This study compared grade point level, silent contextual reading fluency, and perceived digital reading ability of 1,206 South Korean video game players and nonplayers in grades 9 through 12. The findings strengthen results reported in the literature while also contributing new information. Nonplayers had better grades, a finding that supports previous research showing that gameplay can negatively influence academic performance. Nonplayers were better readers, a finding in disagreement with studies showing that Internet use, to include video game play, can help with reading performance. While players held higher views of themselves regarding their digital reading ability, these perceptions were not aligned with their grades and reading test...
Abstrak:Penelitian ini bertujuan untuk mengetahui hubungan antara memainkan permainan digital dan ha...
The focus of this study is the correlation between spent time on gaming and student grades. It is my...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
RINGKASAN Reading is one of the most important skills in learning English. Nowadays not many peopl...
RINGKASAN Anggergian, Tandya. 2018. The Correlation between Reading Comprehension Ability and Expo...
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investiga...
This study explored the relationships between the reading of digital versus printed text among 1,206...
The fifth-grade boys at an elementary school in Texas consistently perform lower than girls on the S...
Recent developments in digital games technology, economy, and content have further expanded the popu...
Science education video game research points toward promising, but inconclusive results in both stud...
In recent years, video games have slowly been gaining more traction as a learning tool in the academ...
The popularity of electronic games, commonly called video games, has now emerged in all ages of the ...
This thesis is the first attempt to construct a standardized measure of literacy for the medium of v...
A study is presented that compared the online learning activities and learning style preferences of ...
Science education video game research points toward promising, but inconclusive results in both stud...
Abstrak:Penelitian ini bertujuan untuk mengetahui hubungan antara memainkan permainan digital dan ha...
The focus of this study is the correlation between spent time on gaming and student grades. It is my...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...
RINGKASAN Reading is one of the most important skills in learning English. Nowadays not many peopl...
RINGKASAN Anggergian, Tandya. 2018. The Correlation between Reading Comprehension Ability and Expo...
Data from a Swedish PISA-sample were used (1) to identify a digital reading factor, (2) to investiga...
This study explored the relationships between the reading of digital versus printed text among 1,206...
The fifth-grade boys at an elementary school in Texas consistently perform lower than girls on the S...
Recent developments in digital games technology, economy, and content have further expanded the popu...
Science education video game research points toward promising, but inconclusive results in both stud...
In recent years, video games have slowly been gaining more traction as a learning tool in the academ...
The popularity of electronic games, commonly called video games, has now emerged in all ages of the ...
This thesis is the first attempt to construct a standardized measure of literacy for the medium of v...
A study is presented that compared the online learning activities and learning style preferences of ...
Science education video game research points toward promising, but inconclusive results in both stud...
Abstrak:Penelitian ini bertujuan untuk mengetahui hubungan antara memainkan permainan digital dan ha...
The focus of this study is the correlation between spent time on gaming and student grades. It is my...
This study investigates the effectiveness of a digital game—GraphoLearn (GL)—in supporting second-gr...