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Winter 2008 - Vol. 3 No. 3 - National Association of Extension 4-H ...

Winter 2008 - Vol. 3 No. 3 - National Association of Extension 4-H ...

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Purpose <strong>of</strong> StudyThe purpose <strong>of</strong> this study was to explore the relationship <strong>of</strong> computer gaming with theacademic performance <strong>of</strong> middle school students. In particular, these researchers wereinterested in having students self-report time they spent using electronic media and thenexamining the extent to which these hours were related to student academic achievement inthree core academic areas: English, Math, and Science.Research Questions1. What is the effect <strong>of</strong> computer gaming on sixth grade students’ English Grade PointAverages?2. What is the effect <strong>of</strong> computer gaming on sixth grade students’ Math Grade PointAverages?3. What is the effect <strong>of</strong> computer gaming on sixth grade students’ Science Grade PointAverages?Methods and ProceduresParticipantsOut <strong>of</strong> a total pool <strong>of</strong> 181 sixth grade students enrolled in the Technology Applications class at amiddle school in a Southwest state during the 2005-2006 school year, 114 students participatedin this study. These students had consent forms returned with permission to participate andcompleted journals in which they logged their time playing games on electronic media. Theschool at which this study was conducted did not permit the collection <strong>of</strong> demographic data onthese students. As such, no information is available regarding student gender or ethnicity.ProceduresAs part <strong>of</strong> this Technology Applications class, students were assigned the task <strong>of</strong> journaling andlogging time for one week <strong>of</strong> technology use. In this journal, students were asked to record thetimes where they participated in any type <strong>of</strong> technological entertainment in television, radio,and electronic games (including computers, television console games, and handheld gamingdevices). Within the journal was a section specifically designated for computer gaming whichwas the section <strong>of</strong> the journal that was used for this study. Grades for the core subject areasand final grade point averages were obtained at the end <strong>of</strong> the spring semester.ResultsDescriptive statistics were calculated for students’ GPAs in English, Math, Science, and thenoverall, as well as for the hours students reported they spent that week in computer gamingactivities. Students’ GPAs across the three areas were very consistent. Computer gaming variedfrom a low <strong>of</strong> 0 hours to a maximum reported 80 hours. Table 1 depicts these values.

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