A study on the impact of video game on elementary school students’ attention

碩士 === 國立高雄師範大學 === 資訊教育研究所 === 102 === In recent years, a number of survey have suggested that video game is the most important extracurricular activities of many students. There are studies have pointed out that because the video game is the provision of aural and visual rewards, and compact in th...

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Bibliographic Details
Main Authors: Bo-Ching Wang, 王柏清
Other Authors: Pei-Chen Sun
Format: Others
Language:zh-TW
Published: 2014
Online Access:http://ndltd.ncl.edu.tw/handle/47792253720675284136
Description
Summary:碩士 === 國立高雄師範大學 === 資訊教育研究所 === 102 === In recent years, a number of survey have suggested that video game is the most important extracurricular activities of many students. There are studies have pointed out that because the video game is the provision of aural and visual rewards, and compact in the rhythm of the game, it also can can race or in cooperation with other players through the Internet, attracting more students interested, becoming the largest entertainment students choose. Although there have been many studies explore the video game is addictive and other behavioral problems in the past , there is still little research study the impact of video games for children's cognitive abilities. Therefore, this study analyze video games to the impact of the elementary school students’ attention with Posner cueing paradigm. Elementary school students will be distinguished between severe video gamers and non-gamers group in the experiment. This study uses this paradigm to understand the children's attention to the existence of differences between the two groups, and combined with EEG evaluation system to observe the physiological status of the participants. The final result, it is visible that severe gamers group its levels of attention higher than non-high-gamer group from EGG data. With attention network test, analyze all aspects of attention resources. It provides scores for all three networks: alerting score, orienting score and conflict score, in order to know the performance of severe gamers higher concentration compared with non-gamers. Thus, this study make up for the lack of research in this area, it can also be used as assistance to inattention students, as the design basis for game-based learning.