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An Empirical Evaluation of E-Gaming on the Academic Performance of Junior High School Students

Journal: International Journal of Scientific Engineering and Science (Vol.8, No. 3)

Publication Date:

Authors : ;

Page : 1-7

Keywords : ;

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Abstract

— Adaptive learning tools customize content and tasks to suit individual learning styles and needs, ensuring students remain engaged and appropriately challenged. Gamified platforms offer immediate performance feedback, enabling students to pinpoint areas for enhancement and celebrate successes, nurturing a feeling of achievement. This study aims to investigate junior high school students' perspectives regarding the influence of electronic gaming on their academic achievements. Specifically, the study targeted the students of junior high schools residing in Rohtak city, Haryana. A carefully designed questionnaire was employed to gather data from the study participants. A random sample of 550 respondents received the questionnaires, resulting in the collection of 520 responses. Following a validation process, 500 responses were deemed suitable for analysis. The analysis involved a comprehensive examination of the data using various statistical techniques facilitated by software tools like MS Excel and SPSS. The study suggests that e-gaming applications can potentially enhance specific skills like calculation, creativity, and curiosity. This could lead to improved academic performance in subjects related to these skills. While the study suggests some benefits of electronic gamified applications, it is crucial to consider the type and design of the games. Not all e-gaming experiences are created equal, and some might have negative impacts on academic performance or other aspects of well-being. The study highlights the need for more in-depth research to explore the specific types of e-gaming applications, their impact on different academic subjects and skills, and potential negative effects.

Last modified: 2024-04-22 22:07:14