Computer games in the hierarchy of importance of children’ and adolescents’ activities in the ICT world – research report: learners’ and teachers’ opinions

Computer games in the hierarchy of importance of children’ and adolescents’ activities in the ICT world – research report: learners’ and teachers’ opinions

Authors

DOI:

https://doi.org/10.16926/eat.2022.11.09

Keywords:

diagnostic and correlative research, opinion correlation, information competences, using of ICT, computer games

Abstract

The article presents a fragment of diagnostic-correlative research of a mixed character, identifying learners’ information literacy in the use of ICT methods and tools. The author aims to answer
the question defining the frequency of using ICT by children and adolescents (hierarchy of importance of activities) in the area of computer games. For this purpose, the method of a diagnostic
survey (questionnaire and interview) and statistical methods (chi-square test of independence
and Pearson’s correlation coefficient) were used. Together, 2510 learners and 1110 teachers (in
Poland) were involved. It was established that: 1) according to the aggregate hierarchy of importance of activities undertaken in cyberspace, the learners attached little weight (fourth place)
when the teachers the greatest (first place) to computer games; 2) there is a relationship (correlation: average, positive – r  0,49) between the learners’ and teachers’ opinions as to the frequency of using ICT instruments by children and adolescents in order to play; 3) the calculations
showed significant statistical differences between the frequency of using ICT by children and adolescents in the area of computer games and their gender and the stage of education; 4) there is
a noticeable similarity between the opinions of the learners and the teachers and an insignificant
“separation” of the world of children and youth (“Us”) from the world of teachers (“Them”).

Downloads

Download data is not yet available.

References

Babbie, E. (2016). Practice of social research. Boston: 14th. ed. Cengage Learning.

Bailenson, J. (2020). Why Zoom Meetings Can Exhaust Us. The Wall Street Journal. 2020-04-03. https://www.wsj.com/articles/why-zoom-meetings-canexhaust-us-11585953336 [downloaded on 13.01.2022].

Baron-Polańczyk, E. (2016). ICT in educational design – processes, materials, resources. Theoretical bases. In: E. Baron-Polańczyk (ed.), ICT in educational design: processes, materials, resources – Visegrad edition. Vol. 9 (pp. 9–36). Zielona Góra: University of Zielona Góra.

Baron-Polańczyk, E. (2018). My i Oni. Uczniowie wobec nowych trendów ICT. Zielona Góra: Oficyna Wyd. UZ.

Baron-Polańczyk, E. (2019). Reasons for using ICT by children and adolescents in their daily practice (research report). Zielona Góra: University of Zielona Góra.

Baron-Polańczyk, E. (2021). Reasons for the Use of ICT by Children and Teenagers in Daily Practice – Differentiating Factors. New Educational Review, 65(3), 99–109; http://dx.doi.org/10.15804/tner.2021.65.3.08.

Bauman, Z. (2015). Intimations of postmodernity. London: Routledge.

Berdik, Ch. (2020). Future of Childhood: Revisiting the Potential Uses of Media in Children’s Education. The Joan Ganz Cooney Center at Sesame Workshop – The Report that Started It All. https://joanganzcooneycenter.org/wp-content/uploads/2020/03/jgcc_revisitingpotential.pdf [downloaded on 13.01.2022].

Bereźnicki, F. (2007). Dydaktyka kształcenia ogólnego. Kraków: Impuls.

Christ, M., Szmigiel M. (2016). Od gier terenowych po larpy, czyli pedagogika przygody w procesie edukacji i socjalizacji odbiorców w różnych grupach wiekowych. Edukacja Elementarna w Teorii i Praktyce, 11, 4(42), 81–87.

Donoso, V., Pyżalski, J., Walter, N., Retzmann, N., Iwanicka, A., d’Haenens, L.,

Bartkowiak, K. (2020). Report on Interviews with Experts on Digital Skills in

Schools and on the Labour Market. KU Leuven, Leuven: ySKILLS.

Doucet, A., Netolicky, D., Timmers, K., Tuscano, F.J. (2020). Thinking about Pedagogy in an Unfolding Pandemic: An Independent Report on Approaches to

Distance Learning During COVID19 School Closures. https://issuu.com/educationinternational/docs/2020_research_covid-19_eng [downloaded on 13.01.2022].

D’Souza, K. (2020). Distance learning stokes fears of excessive screen time.

EdSource, 2020.11.23. Adolescent Brain Cognitive Development (ABCD) –

A long-term study of children’s brain development and health in the United States. National Institutes of Health. https://edsource.org/2020/distancelearning-stokes-fears-of-excessive-screen-time/644165 [downloaded on

01.2022].

Ferguson, G.A., Takane Y. (2016). Analiza statystyczna w psychologii i pedagogice (transl. M. Zagrodzki). Warszawa: PWN.

Frania, M. (2017). Nowe media, technologie i trendy w edukacji. W kierunku mobilności i kształcenia hybrydowego. Kraków: Impuls.

Frania, M. (2021). Educational E-escape Room as an Educational Method of Media Literacy Training for Future Teachers During the COVID-19 Pandemic. Media Education, 17(3), 452–459, http://dx.doi.org/10.13187/me.2021.3.452.

Frankfort-Nachmias, Ch., Nachmias, D., DeWaard J. (2015). Research Methods in the Social Sciences. New York: 8th ed. Worth Publishers, a Macmillan Education Company.

Furmanek, W. (2016). Metodologiczne trudności badań z pogranicza edukacji, techniki i informatyki. Edukacja – Technika – Informatyka, 4(18), 21–28, http://dx.doi.org/10.15584/eti.2016.4.1.

Gabriel, R., Röhrs, H.-P. (2017). Social Media. Potenziale, Trends, Chancen und

Risiken. Berlin: Springer.

Gaming Market Size, Share & COVID-19 Impact Analysis, By Game Type (Shooter,

Action, Sports, Role-Playing, and Others), By Device Type (PC/MMO, Tablet,

Mobile Phone, and TV/Console), By End-User (Male and Female), and Regional Forecast, 2021–2028. Market Research Report Summary published on August 2021 by Fortune Business Insights. https://www.fortunebusinessinsights.com/gaming-market-105730 [downloaded on 13.01.2022].

Góralski, A. (1987). Metody opisu i wnioskowania statystycznego w psychologii i pedagogice. Warszawa: PWN.

Guilford, J.G. (1964). Podstawowe metody statystyczne w psychologii i pedagogice (transl. J. Wojtyniak). Warszawa: PWE.

Hamari, J., Koivisto, J. (2015). Why do People Use Gamification Services? International Journal of Information Management, 35(4), 419–431.

Helms, R.W., Barneveld, R., Dalpiaz, F. (2015). A Method for the Design of Gamified Trainings. Proceedings of the Pacific Asia Conference on Information Systems (PACIS).

Henson, K.T. (2015). Curriculum planning. Integrating multiculturalism, constructivism, and education reform. USA: Waveland Press, Inc.

Juszczyk, S. (2021). Metodyka kształcenia w edukacji medialnej. In: B. Siemieniecki (ed.), Pedagogika medialna (pp. 306–333). Warszawa: PWN.

Kamińska-Czubała, B. (2013). Zachowania informacyjne w życiu codziennym. Informacyjny świat pokolenia Y. Warszawa: Wyd. Stowarzyszenia Bibliotekarzy Polskich.

King, B.M., Minium, E.W. (2020). Statystyka dla psychologów i pedagogów (transl. M. Zakrzewska). Warszawa: PWN.

Kruszewski, K. (2012). Gry dydaktyczne. In: K. Kruszewski (ed.), Sztuka nauczania. Czynności nauczyciela (pp. 221–239). Warszawa: PWN.

Levinson, P. (2013). New New Media. 2nd ed. Boston: Pearson.

Moro, C., Phelps, C., Stromberga, Z. (2020). Utilizing serious games for physiology and anatomy learning and revision. Advances in Physiology Education, 2020-08-14, 44(3), 505–507, http://dx.doi.org/10.1152/advan.00074.2020.

Murphy, K. (2020). Why Zoom is Terrible. The New York Times. 2020-05-04. https://nyti.ms/35hnfN7 [downloaded on 13.01.2022].

Nieto-Escamez, F., Roldan-Tapia, M.D. (2021). Gamification as Online Teaching Strategy During COVID-19: A Mini-Review. Frontiers in Psychology, http://dx.doi.org/10.3389/fpsyg.2021.648552.

Okoń, W. (2007). Nowy słownik pedagogiczny. Warszawa: Żak.

Pilch, T., Bauman, T. (2010). Zasady badań pedagogicznych. Strategie ilościowe i jakościowe. Warszawa: Żak.

Prensky, M. (2013). Digital Game-Based Learning. Minnesota: Paragon House, St. Paul (e-book edition).

Ptaszek, G., Stunża, G.D., Pyżalski, J., Dębski, M., Bigaj, M. (2020). Edukacja zdalna: co stało się z uczniami, ich rodzicami i nauczycielami? Gdańsk: GWP.

Rasfeld, M., Breidenbach, S. (2014). Schulen im Aufbruch. Eine Anstiftung. München: Kösel-Verlag.

Robson, K., Plangger, K., Kietzmann, J.H., McCarthy, I., Pitt, L. (2016). Game on:

Engaging Customers and Employees through Gamification. Business Horizons, 59, 29–36.

Siemieniecki, B. (2021). Media a patologie. In: B. Siemieniecki (ed.), Pedagogika medialna (pp. 163–197). Warszawa: PWN.

Smiderle, R., Rigo, S.J., Marques, L.B., Peçanha de Miranda Coelho, J.A, Jaques, P.A. (2020). The impact of gamification on students’ learning, engagement and behavior based on their personality traits. Smart Learning Environments, 7(3); http://dx.doi.org/10.1186/s40561-019-0098-x.

Taylor, R.P. (1980). The Computer in the School. Tutor, Tool, Tutee. New York: Teachers College Press.

Van Deursn, A., Van Dijk, J. (2014). Digital skills: unlocking the information society. New York: Palgrave Macmillan.

Vigoroso, L., Caffaro, F., Micheletti Cremasco, M., Cavallo, E. (2021). Innovating

Occupational Safety Training: A Scoping Review on Digital Games and Possible Applications in Agriculture. Int. J. Environ. Res. Public Health, 18; http://dx.doi.org/10.3390/ijerph18041868.

Wang, Y.-F., Hsu, Y.-F., Fang, K. (2022). The key elements of gamification in corporate training – The Delphi method. Entertainment Computing, 40, January 2022; http://dx.doi.org/10.1016/j.entcom.2021.100463.

Downloads

Published

2022-12-30

How to Cite

BARON-POLAŃCZYK, E. (2022). Computer games in the hierarchy of importance of children’ and adolescents’ activities in the ICT world – research report: learners’ and teachers’ opinions. The Educational Transactional Analysis, (11), 155–170. https://doi.org/10.16926/eat.2022.11.09

Issue

Section

Research Raports
Loading...