Plan BThe purpose of this study was to identify how playing video games at home impacted the academic success of 4th and 5th grade boys attending Telegraph Intermediate School during the 2013-2014 school year. The study was conducted with the use of an optional survey completed by the parents/guardians of male or female 4th and 5th grade students. The surveys were collected and analyzed. The findings of the study reveal a wide gap in academic success between male and female students, as well as several differences in video gaming habits between academically successful boys and non-academically successful boys. Academically successful boys spend less time per day playing video games than boys who are struggling to achieve academic success. T...
The purpose of this study was to investigate relationships between strategies students use in video ...
Boys are disengaged from school and are rapidly becoming alienated. Video games show promise to enga...
This article addresses a gap in research about primary school boys’ identification as ‘gamers.’ Draw...
The purpose is to find out whether video games can have positive effects on children and whether we ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
A survey was conducted among 346 children from the 7th and 8th grade of 7 elementary schools to exam...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
The subject of the present research was the possible effect that playing video games can have on stu...
This study explored relationships between time spent playing video games in a typical week and gener...
[[abstract]]On-line games, with great audio-video effects, interesting entertainments and a great se...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
[[abstract]]In this study, the correlations of cell phones, video games as well as academic performa...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
The purpose of this study was to investigate relationships between strategies students use in video ...
Boys are disengaged from school and are rapidly becoming alienated. Video games show promise to enga...
This article addresses a gap in research about primary school boys’ identification as ‘gamers.’ Draw...
The purpose is to find out whether video games can have positive effects on children and whether we ...
The purpose of the study is to determine the students' online game habits and the relationship betwe...
Playing video games is a popular leisure activity among adolescents and youths. People's motivations...
A survey was conducted among 346 children from the 7th and 8th grade of 7 elementary schools to exam...
Video-gaming is a frequent choice for leisure-time activity among young males and females in advance...
The subject of the present research was the possible effect that playing video games can have on stu...
This study explored relationships between time spent playing video games in a typical week and gener...
[[abstract]]On-line games, with great audio-video effects, interesting entertainments and a great se...
The demographic data used was gender, daily allowance and type of family. This study gauged the exte...
[[abstract]]In this study, the correlations of cell phones, video games as well as academic performa...
[[abstract]]The purpose of this study was to examine students' learning of simple machines, a fifth‐...
Background: Children usually play video games for entertainment, excitement, challenge seeking, emot...
The purpose of this study was to investigate relationships between strategies students use in video ...
Boys are disengaged from school and are rapidly becoming alienated. Video games show promise to enga...
This article addresses a gap in research about primary school boys’ identification as ‘gamers.’ Draw...