The Effect of online Games Play on Academic Performance: SLIATE as Case Study
The Effect of online Games Play on Academic Performance: SLIATE as Case Study
The Effect of online Games Play on Academic Performance: SLIATE as Case Study
Nadeeshika Ruwandi Meddage, Anuradha Dilhani Akuratiya
Abstract
"With the growth of coronavirus disease 19 (COVID-19), most of the people’s lifestyle has changed drastically, which could cause depression and anxiety The rapid integration of digital devices and online gaming into students' lives has prompted a comprehensive exploration of their impact on academic performance. This research investigates the habits, preferences, and behaviors of final-year students at the Sri Lanka Institute of Advanced Technological Education (SLIATE) regarding digital device usage and online gaming. The study employs a descriptive survey research design, utilizing a questionnaire distributed across four Advanced Technological Institutes in different districts. The conceptual framework addresses variables such as the use of digital devices, online gaming habits, sleeping patterns, and behaviors. Operational definitions and operationalization of variables provide clarity in measurement. Hypotheses posit both positive and null influences of digital device use, online gaming, sleep patterns, and behavioral intention on academic performance. Results reveal a digital landscape where 80% of students actively participate in gaming, predominantly on smartphones. Online gaming preferences span diverse genres, with notable gender-based differences. Sleep patterns and behavioral shifts, influenced by game characters, pose potential challenges to academic commitments. In conclusion, the study underscores the need for a balanced approach to digital engagement. While gaming offers educational potential, challenges such as sleep disruption and behavioral changes necessitate informed strategies. The findings inform educators, game developers, and policymakers in navigating the evolving digital landscape, aiming to optimize the benefits while safeguarding students' well-being and academic success"
Reference
Meddage, N. R., Akuratiya, A. D., Ismail, M. I. F., & Kannangara, N. A. (2024). The effect of online games play on academic performance: SLIATE as case study. International Journal of Research Publication and Reviews, 5(2), 125–132. https://www.researchgate.net/profile/Nadeeshika-Meddage-2/publication/377975066_The_Effect_of_online_Games_Play_on_Academic_Performance_SLIATE_as_Case_Study/links/65c104a0790074549767bc01/The-Effect-of-online-Games-Play-on-Academic-Performance-SLIATE-as-Case-Study.pdf
Keywords
Digital devices, Online Gaming, Academic Performance