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MIDDLE SCHOOL STUDENTS’ DIGITAL GAME EXPERIENCES IN THE CITY OF MAKKAH IN SAUDI ARABIA
Author(s) -
Mohammed Alqurashi,
Yousef Almoslamani,
Abdullah Alqahtani
Publication year - 2016
Publication title -
ijaedu- international e-journal of advances in education
Language(s) - English
Resource type - Journals
ISSN - 2411-1821
DOI - 10.18768/ijaedu.83563
Subject(s) - significant difference , video game , middle level , digital video , psychology , point (geometry) , mathematics education , multimedia , computer science , medicine , engineering , mathematics , work (physics) , mechanical engineering , telecommunications , geometry , transmission (telecommunications)
The purpose of this quantitative study is to investigate middle school students’ experiences with gaming in Makkah City in Saudi Arabia. This study described the current condition of video game usage and compared that depth of usage to current academic grade point average (GPA). Also, it showed the difference between gender, and students’ age and described the types of video games and elements that attract students to play video games. There were 201 middle schools students from Makkah who participated in this study. The study found there was a significant relationship between hours spent playing video games and students’ GPAs. They also showed a significant difference between gender in hours spent playing video games and that there was no significant statistical difference between the middle schools students’ ages in hours spent playing video games. Additionally, male students were perceived to have higher positive attitudes toward video games than females. Finally, the results suggested that there are three underlying factors (competition, discover, and knowledge) that attract students to play video games. Keywords : Education, video game, middle school.

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