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Thesis

French

ID: <

10670/1.z6ai0x

>

Where these data come from
School video game Video game in school: Analysis of students’ videoludic practice in schools and outreach to level 5

Abstract

The economical and cultural development of video games since the 1990s has placed it today among the first hobbies of teenagers. The recent recognition of video game addiction as a disease prompts educators and teachers to question the effects of its practice on students education. Therefore, it occurs that the educator working in school has to take up this topic and proposes methods of analysis and supports of students videogame practice. Two tools are introduced in this study : the first one is a questionnaire containing a part focusing on video game addiction and the second one is an intervention in class to raise awareness and discuss the risks associated with its problematic use. Population – Part one is a sample of fifty Year Eight pupils representative of the school where it is taken in terms of gender and PCS (Profession and Socio-professional Category). They all took part in the questionnaire about their video game practice. Part two is twenty-two pupils from the same class who took part in an exchange and information session. Results – The questionnaire revealed differences in video game practice between boys and girls, and between students from different social environment. Similar observations were made about video game problematic uses, which are different according to the variables previously mentioned. The session in class was beneficial to them in terms of information and risk prevention, but the educational value of it remains to be consolidated. Conclusion – The legitimacy of educators and teachers to invest the field of health education of students was strengthened through this study, with the purpose of assuring them a stable and stimulating education. The tools proposed would gain benefit from being optimized, but they have proved to be useful in this process.

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